Elhassan Makled

ORCID: 0000-0003-0329-166X
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Innovative Human-Technology Interaction
  • Consumer Retail Behavior Studies
  • Evacuation and Crowd Dynamics
  • Teleoperation and Haptic Systems
  • Surgical Simulation and Training
  • Team Dynamics and Performance
  • Interactive and Immersive Displays
  • Human Motion and Animation
  • Digital Games and Media
  • Face Recognition and Perception
  • Human-Automation Interaction and Safety

Technische Universität Ilmenau
2022-2025

German University in Cairo
2018-2021

After the outbreak of COVID-19, creating believable social virtual environments to substitute face-to-face interactions became vital. Social presence is essential for realistic and engaging reality (VR) experiences. However, mimicking within an ongoing research endeavor. In this paper, we fill gap by reviewing (N = 347) analyzing 68) existing literature about VR across four venues during past 9 years elicit a novel design space techniques parameters that enhance identify open opportunities...

10.1145/3419249.3420112 article EN 2020-10-25

The combination of smartphone Augmented Reality (AR) and Virtual (VR) makes it possible for on-site remote users to simultaneously explore a physical space its digital twin through an asymmetric Collaborative Environment (CVE). In this paper, we investigate two spatial awareness visualizations enable joint exploration dyads consisting AR user head-mounted display VR user. Our study revealed that both, mini-map-based method egocentric compass with path visualization, enabled the visitors...

10.1145/3611659.3615708 article EN cc-by 2023-10-09

<title>Abstract</title> Behavioral realism plays a crucial role in virtual and augmented reality (VR/AR). Various avatar animation techniques, ranging from full-body motion capture to single-point inverse kinematics (IK), offer different levels of realism. While the user’s own influences embodiment, perceived others’ avatars is equally important for immersion. This study (N=53) examines how users smartphone AR, head-mounted display (HMD) VR perceive behavioral animated with IK compared those...

10.21203/rs.3.rs-6354819/v1 preprint EN Research Square (Research Square) 2025-04-24

Extensive training is mandatory for medical students during their academic studies. However, the shortage of personnel, patients' safety, scarcity equipment are key limitations that hinder process. To address these challenges, we built PathogeniusVR, a virtual reality application physicians to interact and diagnose patients. We also conducted preliminary study on 8 participants collect initial feedback about our prototype. Our results suggest PathogeniusVR immersive more entertaining than...

10.1145/3321335.3329694 article EN 2019-05-30

Interacting with computer generated humans in virtual reality is becoming more popular the current increase accessibility of head mounted displays and applications. However, simulating accurate behavior remains a challenge. In this study, we tested effects full body (Body Movement Head Movement) terms viewers perception (comfortability realism human) using an animated human reality. Our findings imply significant influence animation (excluding animation) on both comfortability human. 37.5%...

10.1145/3170427.3188573 article EN 2018-04-20

Avatar appearance, especially gender, influences user behavior in virtual environments (VE). However the effect is often examined only as a co-variant. In this paper, we use technology to empower individuals beyond traditional societal gender roles effectively collaborate environments. We specifically investigate impact of partner's avatar on quality collaboration VE, while performing an inherently male-dominated task. designed garage, where pairs same (C1) and mixed (C2) repair cars...

10.1145/3411763.3451601 article EN 2021-05-08

Smartphone Augmented Reality (AR) has already provided us with a plethora of social applications such as Pokemon Go or Harry Potter Wizards Unite. However, to enable smartphone AR for similar VRChat AltspaceVR, proper user tracking is necessary accurately animate the avatars. In Virtual (VR), avatar rather easy due availability hand-tracking, controllers, and HMD whereas only back-(and front) camera IMUs available this task. paper we propose ARIKA, solution avatars in AR. ARIKA uses...

10.1109/ismar55827.2022.00084 article EN 2022-10-01

With the increasing popularity of e-commerce and coronavirus situation, an number shoppers are opting for online shopping because store closures their fear contracting in public. While conventional retail provides consumers with a full spectrum interaction, has been deficient these types experiences. Therefore, virtual reality technology is used to bridge gap between two techniques create more natural intuitive environment. The aim this research investigate how, environment, consumers'...

10.1109/ism52913.2021.00040 article EN 2021-11-01
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