Ahmed Farooq

Prof. Ahmed Farooq

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 November 2019 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
RRRoope Raisamo
Roope Raisamo
IRIsmo Rakkolainen
Ismo Rakkolainen
PMPäivi Majaranta
Päivi Majaranta
KSKatri Salminen
Katri Salminen
JRJussi Rantala
Jussi Rantala
AFAhmed Farooq
Ahmed Farooq

Verified
Journal Article
Open access
PDF file
IRIsmo Rakkolainen
Ismo Rakkolainen
AFAhmed Farooq
Ahmed Farooq
Jari KangasJari Kangas
Jari Kangas
JHJaakko Hakulinen
Jaakko Hakulinen
JRJussi Rantala
Jussi Rantala
RRRoope Raisamo
Roope Raisamo
When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tasks, entertain themselves, process information visualizations, and make decisions based on the provided information. This scoping review summarized recent advances in multimodal interaction technologies for head-mounted display-based (HMD) XR systems. Our purpose was to provide a succinct, yet clear, insightful, and structured overview of emerging, underused multimodal technologies beyond standard video and audio for XR interaction, and to find research gaps. The review aimed to help XR practitioners to apply multimodal interaction techniques and interaction researchers to direct future efforts towards relevant issues on multimodal XR. We conclude with our perspective on promising research avenues for multimodal interaction technologies.

23 July 2019 in SN Applied Sciences
Verified
Journal Article
Open access
PDF file
AFAhmed Farooq
Ahmed Farooq
GEGrigori Evreinov
Grigori Evreinov
RRRoope Raisamo
Roope Raisamo
Methods of information presentation in the automotive space have been evolving continuously in recent years. As technology pushes forward the boundaries of what is possible, automobile manufacturers are trying to keep up with the current trends. Traditionally, the often-long development and quality control cycles of the automotive sector ensured slow yet steady progress. However, the exponential advancement in the mobile and hand-held computing space seen in the last 10 years has put immense pressure on automobile manufacturers to try to catch up. For this reason, we now see manufacturers trying to explore new techniques for in-vehicle interaction (IVI), which were ignored in the past. However, recent attempts have either simply extended the interaction model already used in mobile or handheld computing devices or increased visual-only presentation-of-information with limited expansion to other modalities (i.e. audio or haptics). This is also true for system interaction which generally happens within complex driving environments, making the primary task of a driver (driving) even more challenging. Essentially, there is an inherent need to design and research IVI systems that complement and natively support a multimodal interaction approach, providing all the necessary information without increasing driver’s cognitive load or at a bare minimum his/her visual load. In this research we focus on the key elements of IVI system: touchscreen interaction by developing prototype devices that can complement the conventional visual and auditory modalities in a simple and natural manner. Instead of adding primitive touch feedback cues to increase redundancy or complexity, we approach the issue by looking at the current requirements of interaction and complementing the existing system with natural and intuitive input and output methods, which are less affected by environmental noise than traditional multimodal systems.

11 December 2024 in Journal on Multimodal User Interfaces
Verified
Journal Article
Open access
PDF file
NKNatalia Karhu
Natalia Karhu
JRJussi Rantala
Jussi Rantala
AFAhmed Farooq
Ahmed Farooq
ASAntti Sand
Antti Sand
KPKyösti Pennanen
Kyösti Pennanen
RRRoope Raisamo
Roope Raisamo
The current food production system is unsustainable, necessitating a shift towards plant-based diets. Nutritious options fulfill basic needs but may not satisfy hedonic ones. Our novel approach is to promote healthier eating habits without compromising on the pleasantness of eating by using extended reality technologies and multimodal interaction. We present a multisensory augmentation system integrating augmentations in olfaction, touch, and vision. We studied the experience of eating plant-based balls and meatballs. In an experiment with 40 participants, haptic and visual augmentations were found to have significant effects: augmented meatballs and plant-based balls were perceived as bigger and heavier compared to non-augmented versions. However, olfactory augmentation did not produce a similar effect: participants did not notice a stronger aroma with augmented balls compared to non-augmented balls, and the augmented plant-based version had a less appealing scent than its non-augmented counterpart. Moreover, the findings of the study indicate that our multisensory augmentation system had no significant effect on taste perception.

17 December 2023 in Appetite
Verified
Journal Article
Open access
SVSaara Vanhatalo
Saara Vanhatalo
JLJenni Lappi
Jenni Lappi
JRJussi Rantala
Jussi Rantala
AFAhmed Farooq
Ahmed Farooq
ASAntti Sand
Antti Sand
NSNesli Sözer
Nesli Sözer
Little is known about how plant-based products influence satiation compared to corresponding meat-based products. As augmented reality (AR) intensifies sensory experiences, it was hypothesized to improve satiation. This study compared satiation between intake of meatballs and plant-based balls and plant-based balls intensified with AR for visual, olfactory, and haptic sensory properties. Intake order of the meatballs, plant-based balls, and augmented plant-based balls, eaten on separate days, was randomized. Satiation was measured from twenty-eight non-obese adults as ad libitum intake of the balls and extra snacks, and as subjective appetite sensations. Liking and wanting to eat the products were also investigated. There were no differences between the products in satiation. Before tasting the augmented plant-based balls were less liked than the meatballs (p = 0.002) or plant-based balls (p = 0.046), but after eating the first ball or eating the ad libitum number of balls the differences in liking disappeared. Wanting evaluations were similar for each product and decreased during eating (p < 0.001). A group of participants susceptible to AR was found (n = 11), described by decreased intake when augmentation was applied. Among the sub-group, wanting to eat the augmented balls was lower before tasting (p = 0.019) and after eating the first ball (p = 0.002) and appetite was less suppressed after eating the balls ad libitum (p = 0.01), when compared to non-susceptible participants. We conclude that meatballs and plant-based balls were equal in inducing satiation, and multisensory augmentation did not influence satiation. However, the augmentation decreased liking evaluations before tasting. Further studies are needed to explore differences between consumer groups in susceptibility to augmentation.

16 June 2022
Verified
Book Chapter
Closed access
PDF file
GCGina Clepper
Gina Clepper
AGAravind Gopinath
Aravind Gopinath
JMJuan S. Martinez
Juan S. Martinez
AFAhmed Farooq
Ahmed Farooq
HTHong Z. Tan
Hong Z. Tan