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Omid Rajabi

dblp:372/2586 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0003-4498-2539ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
Human-robot interaction · 44% Personal fabrication and tangible interfaces · 44% Games and playful interaction · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
automated vehicle interaction
0.812024
Investigating the Effects of External Communication and Platoon Behavior on Manual Drivers at Highway Access · CHI 2024
Games and playful interaction › board games
hybrid digital boardgames
0.212024
DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology · CHI 2024

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

within-subject virtual reality study · 1.5tangible interaction · 0.8projection · 0.8laser cutting · 0.8
YearPublicationVenuePosition
2024 Investigating the Effects of External Communication and Platoon Behavior on Manual Drivers at Highway Access
abstract
Automated vehicles are expected to improve traffic safety and efficiency. One approach to achieve this is via platooning, that is, (automated) vehicles can drive behind each other at very close proximity to reduce air resistance. However, this behavior could lead to difficulties in mixed traffic, for example, when manual drivers try to enter a highway. Therefore, we report the results of a within-subject Virtual Reality study (N=29) evaluating different platoon behaviors (single vs. multiple, i.e., four, gaps) and communication strategies (HUD, AR, attached displays). Results show that AR communication reduced mental workload, improved perceived safety, and a single big gap led to the safest merging behavior. Our work helps to incorporate novel behavior enabled by automation into general traffic better.
Mark Colley, Omid Rajabi, Enrico Rukzio
CHI2
2024 DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology
abstract
Hybrid board games (HBGs) augment their analog origins digitally (e.g., through apps) and are an increasingly popular pastime activity. Continuous world and character development and customization, known to facilitate engagement in video games, remain rare in HBGs. If present, they happen digitally or imaginarily, often leaving physical aspects generic. We developed DungeonMaker, a fabrication-augmented HBG bridging physical and digital game elements: 1) the setup narrates a story and projects a digital game board onto a laser cutter; 2) DungeonMaker assesses player-crafted artifacts; 3) DungeonMaker’s modified laser head senses and moves player- and non-player figures, and 4) can physically damage figures. An evaluation (n = 4 × 3) indicated that DungeonMaker provides an engaging experience, may support players’ connection to their figures, and potentially spark novices’ interest in fabrication. DungeonMaker provides a rich constellation to play HBGs by blending aspects of craft and automation to couple the physical and digital elements of an HBG tightly.
Evgeny Stemasov, Tobias Wagner 0002, Ali Askari, Jessica Janek, Omid Rajabi, Anja Schikorr, Julian Frommel, Jan Gugenheimer, Enrico Rukzio
CHI5