Demo Data from SIGIR 2026 / reviewers in the wild / expert
Bushra Tasnim Zahed
dblp:01/10763
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1
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 · 44% Immersive interaction · 44% Wearable and physiological sensing · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
autism spectrum disorder intervention |
0.3 | 1 | 2018 | Towards Joint Attention Training for Children with ASD - a VR Game Approach and Eye Gaze Exploration · VR 2018 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 2018 | Towards Joint Attention Training for Children with ASD - a VR Game Approach and Eye Gaze Exploration · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3eye gaze analysis · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Towards Joint Attention Training for Children with ASD - a VR Game Approach and Eye Gaze ExplorationabstractJoint attention is critical to the education and development of a child. Deficits in joint attention are considered by many researchers to be an early predictor of children with Autism Spectrum Disorder (ASD). Training of joint attention have been a significant topic in ASD intervention education research. We propose a novel joint attention training approach using a Customizable Virtual Human (CVH) and a Virtual Reality (VR) game to assist with joint attention training. Previous work has shown that CVHs potentially help the users with ASD to increase their performance in hand-eye coordination, motivate the users to play longer, as well as improve user experience in a training game. Based upon these discovered CVH benefits, we hypothesize that CVHs may also be beneficial in training joint attention for users with ASD. To test our hypothesis, we developed a CVH with customizable facial features in an educational game - Imagination Drums - and conducted a user study on adolescents with high functioning ASD to investigate the effects of CVHs. We collected users' eye-gaze data and task performance during the game to evaluate the users' joint attention with CVHs and the effectiveness of CVHs compared with Non-Customizable Virtual Humans (NCVHs). The study results showed that the CVH make the participants gaze less at the irrelevant area of the game's storyline (i.e. background), but surprisingly, also provided evidence that participants react slower to the CVH's joint attention bids, compared with NCVH. Overall, the study reveals insights of how users with ASD interact with CVHs and how these interactions affect joint attention. Bushra Tasnim Zahed, Lee L. Mason, John Quarles |
VR | 2 |
| 2011 | Developing the Concept of Money by Interactive Computer Games for Autistic ChildrenabstractAutism is a general term used to describe a group of complex developmental brain disorders known as Pervasive Developmental Disorders (PDD). It is a life-long disability that prevents people from understanding what they see, hear, and sense. This results in severe problems with social relationships, communications, and behavior. Autism is typically diagnosed between the ages of two and six, although variations of ASD (Autism Spectrum Disorders) can sometimes be diagnosed earlier or later [1]. Children with learning disability such as autism who have serious impairments with social, emotional and communication skills require high degree of personalization in using the educational software developed for them. In this paper we present a personalized game based on digital story-telling concept that helps the children of age ranging from 9 to 14 years old with autism to understand the use of money. It also teaches the autistic children the social behavior appropriate while shopping. The game is developed on BYOB (Build Your Own Block, an advanced offshoot of the game engine Scratch). Arshia Zernab Hassan, Bushra Tasnim Zahed, Fatema Tuz Zohora, Johra Muhammad Moosa, Tasmiha Salam, Hasan Shahid Ferdous, Syed Ishtiaque Ahmed |
ISM | 2 |