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Christine Saeedi-Givi

dblp:388/9975 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
1 paper
Immersive interaction · 44% Usability and user experience research · 44% Learning and educational technologies · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › evaluation methodology
AR evaluation
0.812024
Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
augmented reality interaction
0.812024
Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024
Learning and educational technologies › skill training
industrial training
0.212024
Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly · IEEE Trans. Vis. Comput. Graph. 2024

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

user study · 0.8AR-guided assembly · 0.8
YearPublicationVenuePosition
2025 Visual Cues in Exergame-like Feedback for Fitting Passive Upper Limbs Exoskeleton: Systematic Review, Usability and Users' Preferences
abstract
A key problem in the adoption of exoskeletons in industry is that workers are incorrectly fitting the device, leading to discomfort and suboptimal functioning of the exoskeleton. Although biomechanical modeling and design optimization strategies have tried to resolve this issue, we propose a user-centric, real-time fitting aid to guide and control the correct fitting process, which has not been achieved in practice. Inspired by previous work that uses exergame-like feedback to instruct a user, we compared augmented reality (AR)-based visual cues to guide the accurate fitting of a passive upper limb exoskeleton. We selected visual cues through a systematic literature review and evaluated their efficacy and usability for different aspects of exoskeleton fitting in a study with sixteen participants. The study outcome suggests a statistically significant preference for a semi-transparent overlay instead of a more abstract arrow-based method. Moreover, the results indicate high usability and satisfaction with our approach, improved user acceptance, and potentially enhanced fitting accuracy. These findings advance understanding of the viability of exergame-like real-time guidance as a means to increase exoskeleton acceptance and adoption in industrial settings.
Max Middendorf, Christine Saeedi-Givi, Lea M. Daling, Anas Abdelrazeq, Robert H. Schmitt, Thomas Bohné, Slawomir Konrad Tadeja
SMC2
2024 Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly
abstract
Numerous prior studies have investigated real-time assembly instructions using Augmented Reality (AR). However, most such experiments were conducted in laboratory settings with simplistic assembly tasks, failing to represent real-world industrial conditions. To ascertain to what extent results obtained in a laboratory environment may differ from studies in actual industrial environments, we carried out a user study with 32 manufacturing apprentices. We compared assembly task execution results in two settings, a classroom and an industrial workshop environment. To facilitate the experiments, we developed AR-guided manual assembly systems for simple and more complex assets. Our findings reveal a significantly improved task performance in the industrial workshop, reflected in faster task completion times, fewer errors, and subjectively perceived higher flow. This contradicted participants' subjective ratings, as they expected to perform better in the classroom environment. Our results suggest that the actual manufacturing environment is critical in evaluating AR systems for real-world industrial applications.
Vicky Zhang, Alexander Albers, Christine Saeedi-Givi, Per Ola Kristensson, Thomas Bohné, Slawomir Konrad Tadeja
IEEE Trans. Vis. Comput. Graph.3