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Forouzan Farzinnejad

dblp:297/5201 · DBLP profile ↗
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3ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0003-2321-2236ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
2 papers
Games and playful interaction · 28% Immersive interaction · 25% Usability and user experience research · 25%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
virtual reality for knowledge work
0.812024
Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis · IEEE Trans. Vis. Comput. Graph. 2024
Games and playful interaction
exergames
0.712023
The Effect of an Exergame on the Shadow Play Skill Based on Muscle Memory for Young Female Participants: The Case of Forehand Drive in Table Tennis · ISMAR 2023
Learning and educational technologies › skill acquisition
motor skill learning
0.712023
The Effect of an Exergame on the Shadow Play Skill Based on Muscle Memory for Young Female Participants: The Case of Forehand Drive in Table Tennis · ISMAR 2023
Games and playful interaction
serious games
0.212023
The Effect of an Exergame on the Shadow Play Skill Based on Muscle Memory for Young Female Participants: The Case of Forehand Drive in Table Tennis · ISMAR 2023

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

video analysis · 0.8behavioral pattern analysis · 0.8virtual avatar · 0.7skeleton tracking · 0.7controlled experiment · 0.7
YearPublicationVenuePosition
2024 Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis
abstract
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR such as a study observing 16 participants working in VR and a physical environment for one work-week each and reporting mainly on subjective feedback. As a nuanced understanding of participants' behavior in VR and how it evolves over time is still missing, we report on the results from an analysis of 559 hours of video material obtained in this prior study. Among other findings, we report that (1) the frequency of actions related to adjusting the headset reduced by 46% and the frequency of actions related to supporting the headset reduced by 42% over the five days; (2) the HMD was removed 31% less frequently over the five days but for 41% longer periods; (3) wearing an HMD is disruptive to normal patterns of eating and drinking, but not to social interactions, such as talking. The combined findings in this work demonstrate the value of long-term studies of deployed VR systems and can be used to inform the design of better, more ergonomic VR systems as tools for knowledge workers.
Verena Biener, Forouzan Farzinnejad, Rinaldo Schuster, Seyedmasih Tabaei, Leon Lindlein, Jinghui Hu, Negar Nouri, John J. Dudley, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert
IEEE Trans. Vis. Comput. Graph.2
2023 The Effect of an Exergame on the Shadow Play Skill Based on Muscle Memory for Young Female Participants: The Case of Forehand Drive in Table Tennis
abstract
Learning and practicing table tennis with traditional methods is a long, tedious process and may even lead to the internalization of incorrect techniques if not supervised by a coach. To overcome these issues, the presented study proposes an exergame with the aim of enhancing young female novice players’ performance by boosting muscle memory, making practice more interesting, and decreasing the probability of faulty training. Specifically, we propose an exergame based on skeleton tracking and a virtual avatar to support correct shadow practice to learn forehand drive technique without the presence of a coach. We recruited 44 schoolgirls aged between 8 and 12 years without a background in playing table tennis and divided them into control and experimental groups. We examined their stroke skills (via the Mott-Lockhart test) and the error coefficient of their forehand drives (using a ball machine) in the pre-test, post-test, and follow-up tests (10 days after the post-test). Our results showed that the experimental group had progress in the short and long term, while the control group had an improvement only in the short term. Further, the scale of improvement in the experimental group was significantly higher than in the control group. Given that the early stages of learning, particularly in girls children, are important in the internalization of individual skills in would-be athletes, this method could support promoting correct training for young females.
Forouzan Farzinnejad, Javad Rasti, Navid Khezrian, Jens Grubert
ISMAR1
2020 Enhancing Consumer User Experience, Education and Brand Awareness through Musical Advergames
Forouzan Farzinnejad, Hadi Khezrian, Mohsen Kasiri, Nilufar Baghaei
ICCE1