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Onyeka Josephine Nwobodo

dblp:399/0211 · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0002-2706-6830ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
1 paper
Immersive interaction · 50% Interaction techniques and input · 50%
Artificial intelligence
1 paper
Robot navigation and mapping · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.912025
A Hybrid Adaptive Filter for Head Tracking in Augmented Reality (AR)-Based Flight Simulators · IEEE Trans. Computers 2025
Interaction techniques and input › input sensing › tracking
head tracking
0.912025
A Hybrid Adaptive Filter for Head Tracking in Augmented Reality (AR)-Based Flight Simulators · IEEE Trans. Computers 2025
Robotics › Robot navigation and mapping
localization
0.312025
A Hybrid Adaptive Filter for Head Tracking in Augmented Reality (AR)-Based Flight Simulators · IEEE Trans. Computers 2025
Robotics › Robot navigation and mapping
sensor fusion
0.312025
A Hybrid Adaptive Filter for Head Tracking in Augmented Reality (AR)-Based Flight Simulators · IEEE Trans. Computers 2025

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

particle filter · 1.7kalman filter · 1.7
YearPublicationVenuePosition
2025 Revolutionizing Quantum Learning: Mach-Zehnder Interferometer in Augmented Reality
abstract
The abstract nature of quantum mechanics presents significant challenges in education, often hindering students’ ability to understand fundamental concepts such as superposition, interference, and wave-particle duality. Traditional instructional approaches rely heavily on mathematical formalism, which can limit conceptual understanding. Augmented reality (AR) offers a promising pedagogical tool by providing an interactive and visually intuitive learning environment. This study examines the effectiveness of an AR-based visualization of the Mach-Zehnder Interferometer (MZI) in improving students’ comprehension of quantum optical phenomena.Our experimental study with 20 participants assessed the impact of AR-enhanced learning on conceptual understanding and practical application. Statistical analysis showed a significant improvement in post-interaction scores (t(19) = 4.88, p < 0.01), indicating a 45.45% increase in learning gains. In addition, 70% of participants successfully reconstructed the MZI setup, demonstrating improved spatial reasoning and understanding of quantum interference. Participants also reported reduced cognitive load and increased engagement compared to conventional methods.These findings highlight the pedagogical value of AR in quantum mechanics education, illustrating its potential to bridge the gap between theoretical abstraction and experiential learning. AR facilitates deeper conceptual engagement and retention by enabling real-time interaction with quantum components. This study underscores the role of immersive technologies in advancing science, technology, engineering, and mathematics (STEM) education. It suggests directions for future research to refine and expand AR-based instructional methodologies for broader implementation.
Onyeka Josephine Nwobodo, Michal Kordasz, Kamil Wereszczynski, Krzysztof A. Cyran
CoDIT1
2025 A Hybrid Adaptive Filter for Head Tracking in Augmented Reality (AR)-Based Flight Simulators
abstract
This paper presents a novel approach for head tracking in augmented reality (AR) flight simulators using an adaptive fusion of Kalman and particle filters. This fusion dynamically balances the strengths of both algorithms, leveraging Kalman filters for computational efficiency and particle filters for handling non-linearities based on real-time factors such as sensor noise and head movement patterns. Our method demonstrates superior tracking precision and reduced latency, making it particularly effective for immersive pilot training in AR-based flight simulations. While focused on flight simulation, our approach holds high potential for broader applications in other AR and virtual reality (VR) environments where precise, real-time head tracking is crucial. These results provide actionable design guidance for developers optimizing tracking systems in environments that require fast response times and high accuracy. Future extensions of this research could explore the generalization of our approach across diverse AR applications, including human-computer interaction (HCI), medical simulations, and gaming.
Onyeka Josephine Nwobodo, Kuaban Godlove Suila, Valery Nkemeni, Kamil Wereszczynski, Krzysztof A. Cyran
IEEE Trans. Computers1
2023 A review on tracking head movement in augmented reality systems
abstract
This paper reviews the recent development of augmented reality (AR) head-tracking techniques. AR is an emerging technology that provides users with digital augmentation layered on the real-life environment. AR systems use tracking to maintain the point of reference and enable the device to follow the user's movements and position within the physical world. Head-tracking is a crucial component of AR that inputs and interprets the movement of the device and the user's physical location in real-time. The main challenge in head-tracking is the appearance change that results from head rotation, which necessitates high accuracy and long-range tracking in a noisy environment. Latency and errors in head-tracking can reduce the system's overall effectiveness and cause jarring or unsettling effects for the user. This paper's contribution is to shed light on the best methods for tracking and registering in augmented reality, which will guide future advancements in the field. The review covers recent work proposed to improve head-tracking performance and reduce latency, highlighting the challenges and future directions of head-tracking techniques in AR.
Onyeka Josephine Nwobodo, Kamil Wereszczynski, Krzysztof A. Cyran
KES1