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Ahmed Elsharkawy 0001

dblp:289/1321 · also Ahmed Ibrahim Ahmed Mohamed Elsharkawy · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-1522-5064ORCID · verified

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
5 papers
Immersive interaction · 50% Haptics and multimodal interaction · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality › mobile virtual reality
in-car virtual reality
1.822026
From Disruption to Immersion: Reimagining Vehicle Motion as Environmental Feedback through Force Mappings in In-Car VR · CHI 2026
SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality · CHI 2024
Virtual and augmented reality › immersive interaction › 3d user interfaces
hand interaction
1.012026
SelfBlending: Artificial Intelligence-Driven Augmentation With Hand Interactions for Seamless Reality Blending in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2026
Haptics and multimodal interaction › haptic feedback
force feedback
1.012026
From Disruption to Immersion: Reimagining Vehicle Motion as Environmental Feedback through Force Mappings in In-Car VR · CHI 2026
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation
0.812024
ErgoPulse: Electrifying Your Lower Body With Biomechanical Simulation-based Electrical Muscle Stimulation Haptic System in Virtual Reality · CHI 2024
Haptics and multimodal interaction › haptic feedback
pressure feedback
0.812024
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024
Haptics and multimodal interaction › sensory feedback
proprioceptive feedback
0.812024
SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality · CHI 2024
Haptics and multimodal interaction
thermal feedback
0.812024
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024
Immersive interaction
motion sickness
0.212024
SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality · CHI 2024
Immersive interaction
virtual reality
0.212024
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024

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

user study · 2.5electrical muscle stimulation · 1.5object recognition · 1.0AI-based hand tracking · 1.0physiological measurement · 0.8peltier elements · 0.8biomechanical simulation · 0.8
YearPublicationVenuePosition
2026 From Disruption to Immersion: Reimagining Vehicle Motion as Environmental Feedback through Force Mappings in In-Car VR
Bocheon Gim, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Yumin Kang, Ahmed Elsharkawy 0001, Seungjun Kim 0001
CHI6
2026 SelfBlending: Artificial Intelligence-Driven Augmentation With Hand Interactions for Seamless Reality Blending in Virtual Environments
abstract
Accessing real-world objects during immersive virtual reality (VR) experiences remains challenging, as current cross-reality systems often rely on predefined interaction steps, tracking devices/markers, or fixed object setups. They also lack support for personalized object recall, where users can add, remove, or modify real-world items blended into the virtual environment (VE). Many head-mounted displays (HMDs) include passthrough technology to switch between virtual and real worlds, but it often disrupts immersion by requiring a full shift from virtual to real. Thus, maintaining an optimal balance between virtuality and reality is difficult. To address these challenges, we developed SelfBlending, a framework that uses AI-based hand tracking to let users label physical objects through freehand gestures, then blends the selected item into the VE using object recognition, enabling interaction with the relevant real-world object. SelfBlending was evaluated against two common interaction conditions: the default passthrough feature in VR HMDs and the conventional approach of physically removing the HMD to access real-world objects. Results from seated, single-object interactions with tabletop-placed items showed that SelfBlending enhanced user experience by boosting presence, supporting efficient physical interaction, and improving cross-reality continuity. It also enabled selective interaction with real objects while minimizing the disruption of VR experience.
Ahmed Elsharkawy 0001, Bocheon Gim, Aya Ataya, Seungjun Kim 0001
IEEE Trans. Vis. Comput. Graph.1
2025 AttraCar: Multisensory In-Car VR with Thermal, Airflow, and Motion Feedback through Built-In Vehicle Systems
Dohyeon Yeo, Gwangbin Kim, Minwoo Oh, Jeongju Park, Bocheon Gim, Seongjun Kang, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST7
2024 SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality
abstract
Passengers can engage more in nondriving-related tasks owing to recent advancements in autonomous vehicles (AVs), making immersive tools such as virtual reality (VR) appealing; however, motion sickness (MS) remains a significant challenge. We present SYNC-VR, a system that aligns with visual, haptic, and auditory cues and provides proprioceptive feedback to illustrate its effect on MS and presence within the in-vehicle VR. We conducted an experiment with 24 participants using a real vehicle along a route with known MS-triggering events. Using subjective and physiological measures, we assessed participants’ presence and MS under four conditions by gradually varying the level of synchronized input sensations. Results reveal that SYNC-VR reduces MS and increases the sense of presence. Additionally, it emphasizes the impact of our interactive VR content and its role in achieving proprioceptive feedback with haptic feedback through electrical muscle stimulation, introducing an innovative approach to MS mitigation in in-vehicle VR.
Ahmed Elsharkawy 0001, Aya Ataya, Dohyeon Yeo, Eunsol An, Seokhyun Hwang, Seungjun Kim 0001
CHI1
2024 ErgoPulse: Electrifying Your Lower Body With Biomechanical Simulation-based Electrical Muscle Stimulation Haptic System in Virtual Reality
abstract
This study presents ErgoPulse, a system that integrates biomechanical simulation with electrical muscle stimulation (EMS) to provide kinesthetic force feedback to the lower-body in virtual reality (VR). ErgoPulse features two main parts: a biomechanical simulation part that calculates the lower-body joint torques to replicate forces from VR environments, and an EMS part that translates torques into muscle stimulations. In the first experiment, we assessed users’ ability to discern haptic force intensity and direction, and observed variations in perceived resolution based on force direction. The second experiment evaluated ErgoPulse’s ability to increase haptic force accuracy and user presence in both continuous and impulse force VR game environments. The experimental results showed that ErgoPulse’s biomechanical simulation increased the accuracy of force delivery compared to traditional EMS, enhancing the overall user presence. Furthermore, the interviews proposed improvements to the haptic experience by integrating additional stimuli such as temperature, skin stretch, and impact.
Seokhyun Hwang, Jeongseok Oh, Seongjun Kang, Minwoo Seong, Ahmed Elsharkawy 0001, Seungjun Kim 0001
CHI5
2024 Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality
abstract
This study introduces "Flip-Pelt," a motor-driven peltier device designed to provide rapid thermal stimulation and congruent pressure feedback in virtual reality (VR) environments. Our system incorporates eight motor-driven peltier elements, allowing for the flipping of preheated or cooled elements to the opposite side. In evaluating the Flip-Pelt device, we assess user ability to distinguish between heat/cold sources by their patterns and stiffness, and its impact on enhancing haptic experiences in VR content that involves contact with various thermal sources. Our findings demonstrate that rapid thermal stimulation and congruent pressure feedback provided by Flip-Pelt enhance the recognition accuracy of thermal patterns and the stiffness of virtual objects. These features also improve haptic experiences in VR scenarios through their temporal congruency between tactile and thermal stimuli. Additionally, we discuss the scalability of the Flip-Pelt system to other body parts by proposing design prototypes.
Seongjun Kang, Gwangbin Kim, Seokhyun Hwang, Jeongju Park, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST5