Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

A'aeshah Alhakamy

dblp:241/8488 · DBLP profile ↗
← Back
5ranked-venue papers
4as first author
2since 2021 · last 2024
0000-0002-0662-0185ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
Ubiquitous computing and smart environments · 100%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

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

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › public displays
museum installations
0.412020
Move Your Body: Engaging Museum Visitors with Human-Data Interaction · CHI 2020
Visualization and visual analytics
interactive visualization
0.112020
Move Your Body: Engaging Museum Visitors with Human-Data Interaction · CHI 2020

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

quasi-experimental study · 0.9
YearPublicationVenuePosition
2024 Digital vaccination passport and administrative burden of COVID-19 official application based on Twitter(X) discourse: public interest vs democracy
A'aeshah Alhakamy
Multim. Tools Appl.1
2021 Show Me How You Interact, I Will Tell You What You Think: Exploring the Effect of the Interaction Style on Users' Sensemaking about Correlation and Causation in Data
abstract
Findings from embodied cognition suggest that our whole body (not just our eyes) plays an important role in how we make sense of data when we interact with data visualizations. In this paper, we present the results of a study that explores how different designs of the ”interaction” (with a data visualization) alter the way in which people report and discuss correlation and causation in data. We conducted a lab study with two experimental conditions: Full body (participants interacted with a 65” display showing geo-referenced data using gestures and body movements); and, Gamepad (people used a joypad to control the system). Participants tended to agree less with statements that portray correlation and causation in data after using the Gamepad system. Additionally, discourse analysis based on Conceptual Metaphor Theory revealed that users made fewer remarks based on FORCE schemata in Gamepad than in Full-Body.
A'aeshah Alhakamy, Milka Trajkova, Francesco Cafaro
Conference on Designing Interactive Systems1
2020 Move Your Body: Engaging Museum Visitors with Human-Data Interaction
abstract
Museums have embraced embodied interaction: its novelty generates buzz and excitement among their patrons, and it has enormous educational potential. Human-Data Interaction (HDI) is a class of embodied interactions that enables people to explore large sets of data using interactive visualizations that users control with gestures and body movements. In museums, however, HDI installations have no utility if visitors do not engage with them. In this paper, we present a quasi-experimental study that investigates how different ways of representing the user ("mode type") next-to a data visualization alters the way in which people engage with a HDI system. We consider four mode types: avatar, skeleton, camera overlay, and control. Our findings indicate that the mode type impacts the number of visitors that interact with the installation, the gestures that people do, and the amount of time that visitors spend observing the data on display and interacting with the system.
Milka Trajkova, A'aeshah Alhakamy, Francesco Cafaro, Rashmi Mallappa, Sreekanth R. Kankara
CHI2
2020 Design Strategies and Optimizations for Human-Data Interaction Systems in Museums
abstract
Embodied interaction is particularly useful in museums because it allows to leverage findings from embodied cognition to support the learning of STEM concepts and thinking skills. In this paper, we focus on Human-Data Interaction (HDI), a class of embodied interactions that investigates the design of interactive data visualizations that users control with gestures and body movements. We describe an HDI system that we iteratively designed, implemented, and observed at a science museum, and that allows visitors to explore large sets of data on two 3D globe maps. We present and discuss design strategies and optimization that we implemented to mitigate two sets of design challenges: (1) Dealing with display, interaction, and affordance blindness; and, (2) Supporting multiple functionalities and collaboration.
A'aeshah Alhakamy, Francesco Cafaro, Milka Trajkova, Sreekanth R. Kankara, Rashmi Mallappa, Sanika Veda
ICALT1
2019 Polarization-Based Illumination Detection for Coherent Augmented Reality Scene Rendering in Dynamic Environments
A'aeshah Alhakamy, Mihran Tuceryan
CGI1