Muneeb Ahmad

Mr. Muneeb Ahmad


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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Verified
Journal Article
Open access
PDF file
MAMuneeb Ahmad
Muneeb Ahmad
Omar MubinOmar Mubin
Omar Mubin
JOJoanne Orlando
Joanne Orlando
As the field of social robotics is growing, a consensus has been made on the design and implementation of robotic systems that are capable of adapting based on the user actions. These actions may be based on their emotions, personality or memory of past interactions. Therefore, we believe it is significant to report a review of the past research on the use of adaptive robots that have been utilised in various social environments. In this paper, we present a systematic review on the reported adaptive interactions across a number of domain areas during Human-Robot Interaction and also give future directions that can guide the design of future adaptive social robots. We conjecture that this will help towards achieving long-term applicability of robots in various social domains.

3 March 2017 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
MAMuneeb Ahmad
Muneeb Ahmad
OMOmar Mubin
Omar Mubin
JOJoanne Orlando
Joanne Orlando
One of the known challenges in Children–Robot Interaction (cHRI) is to sustain children’s engagement during long-term interactions with robots. Researchers have hypothesized that robots that can adapt to children’s affective states and can also learn from the environment can result in sustaining engagement during cHRI. Recently, researchers have conducted a range of studies where robots portray different social capabilities and have shown that it has positively influenced children’s engagement. However, despite an immense body of research on implementation of different adaptive social robots, a pivotal question remains unanswered: Which adaptations portrayed by a robot can result in maintaining long-term social engagement during cHRI? In other words, what are the appropriate and effective adaptations portrayed by a robot that will sustain social engagement for an extended number of interactions? In this article, we report on a study conducted with three groups of children who played a snakes and ladders game with the NAO robot to address the aforementioned question. The NAO performed 1) game-based adaptations, 2) emotion-based adaptations, and 3) memory-based adaptation. Our results showed that emotion-based adaptations were found out to be most effective, followed by memory-based adaptations. Game adaptation didn’t result in sustaining long-term social engagement.

6 May 2019 in Adaptive Behavior
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Journal Article
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MAMuneeb Ahmad
Muneeb Ahmad
OMOmar Mubin
Omar Mubin
SSSuleman Shahid
Suleman Shahid
JOJoanne Orlando
Joanne Orlando
In this article, we present an emotion and memory model for a social robot. The model allowed the robot to create a memory account of a child’s emotional events over four individual sessions. The robot then adapted its behaviour based on the developed memory. The model was applied on the NAO robot to teach vocabulary to children while playing the popular game ‘Snakes and Ladders’. We conducted an exploratory evaluation of our model with 24 children at a primary school for 2 weeks to verify its impact on children’s long-term social engagement and overall vocabulary learning. Our preliminary results showed that the behaviour generated based on our model was able to sustain social engagement. In addition, it also helped children to improve their vocabulary. We also evaluated the impact of the positive, negative and neutral emotional feedback of the NAO robot on children’s vocabulary learning. Three groups of children (eight per group) interacted with the robot on four separate occasions over a period of 2 weeks. Our results showed that the condition where the robot displayed positive emotional feedback had a significantly positive effect on the child’s vocabulary learning performance as compared to the two other conditions: negative feedback and neutral feedback.

27 September 2020 in Personal and Ubiquitous Computing
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Journal Article
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MAMuneeb Ahmad
Muneeb Ahmad
IKIngo Keller
Ingo Keller
DRDavid Robb
David Robb
KLKatrin S. Lohan
Katrin S. Lohan
Cognitive load has been widely studied to help understand human performance. It is desirable to monitor user cognitive load in applications such as automation, robotics, and aerospace to achieve operational safety and to improve user experience. This can allow efficient workload management and can help to avoid or to reduce human error. However, tracking cognitive load in real time with high accuracy remains a challenge. Hence, we propose a framework to detect cognitive load by non-intrusively measuring physiological data from the eyes and heart. We exemplify and evaluate the framework where participants engage in a task that induces different levels of cognitive load. The framework uses a set of classifiers to accurately predict low, medium and high levels of cognitive load. The classifiers achieve high predictive accuracy. In particular, Random Forest and Naive Bayes performed best with accuracies of 91.66% and 85.83% respectively. Furthermore, we found that, while mean pupil diameter change for both right and left eye were the most prominent features, blinking rate also made a moderately important contribution to this highly accurate prediction of low, medium and high cognitive load. The existing results on accuracy considerably outperform prior approaches and demonstrate the applicability of our framework to detect cognitive load.

20 December 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
KTKeneni W. Tesema
Keneni W. Tesema
LHLyndon Hill
Lyndon Hill
Mark W. JonesMark W. Jones
Mark W. Jones
MAMuneeb Ahmad
Muneeb Ahmad
GTGary KL Tam
Gary KL Tam
Point cloud completion is the task of producing a complete 3D shape given an input of a partial point cloud. It has become a vital process in 3D computer graphics, vision and applications such as autonomous driving, robotics, and augmented reality. These applications often rely on the presence of a complete 3D representation of the environment. Over the past few years, many completion algorithms have been proposed and a substantial amount of research has been carried out. However, there are not many in-depth surveys that summarise the research progress in such a way that allows users to make an informed choice of what algorithms to employ given the type of data they have, the end result they want, the challenges they may face and the possible strategies they could use. In this study, we present a comprehensive survey and classification of papers on point cloud completion untill August 2023 based on the strategies, techniques, inputs, outputs, and network architectures. We will also cover datasets, evaluation methods, and application areas in point cloud completion. Finally, we discuss challenges faced by the research community and future research directions.

16 March 2020 in AI & SOCIETY
Verified
Journal Article
Closed access
PDF file
Omar MubinOmar Mubin
Omar Mubin
MCMassimiliano Cappuccio
Massimiliano Cappuccio
FAFady Alnajjar
Fady Alnajjar
MAMuneeb Ahmad
Muneeb Ahmad
SSSuleman Shahid
Suleman Shahid