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Aya Ataya

dblp:289/1821 · also Aya Abdulnasser Saed Ataya · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0009-2550-1788ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
2 papers
Immersive interaction · 73% Haptics and multimodal interaction · 20% Interaction techniques and input · 7%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Immersive interaction › locomotion › redirection in virtual reality
reorientation
0.912025
Effects of attention-demanding task-based technique on reorientation in virtual reality · Int. J. Hum. Comput. Stud. 2025
Immersive interaction
virtual reality
0.912025
Effects of attention-demanding task-based technique on reorientation in virtual reality · Int. J. Hum. Comput. Stud. 2025
Immersive interaction › virtual reality › mobile virtual reality
in-car virtual reality
0.812024
SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality · CHI 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
Immersive interaction
motion sickness
0.212024
SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality · CHI 2024

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

object recognition · 1.0AI-based hand tracking · 1.0physiological measurement · 0.8electrical muscle stimulation · 0.8
YearPublicationVenuePosition
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.3
2025 Effects of attention-demanding task-based technique on reorientation in virtual reality
Jieun Lee 0005, Aya Ataya, Seungjun Kim 0001
Int. J. Hum. Comput. Stud.2
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
CHI2