Publication statistics

Pub. period:2007-2011
Pub. count:13
Number of co-authors:17



Co-authors

Number of publications with 3 favourite co-authors:

Abdullah Al Mahmud:10
Suleman Shahid:7
Christoph Bartneck:5

 

 

Productive colleagues

Omar Mubin's 3 most productive colleagues in number of publications:

Panos Markopoulos:80
Jean-Bernard Marte..:42
Christoph Bartneck:30
 
 
 
Jun 18

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

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Omar Mubin

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Publications by Omar Mubin (bibliography)

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2011
 
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Shahid, Suleman, Krahmer, Emiel, Swerts, Marc and Mubin, Omar (2011): Who is more expressive during child-robot interaction: Pakistani or Dutch children?. In: Proceedings of the 6th International Conference on Human Robot Interaction 2011. pp. 247-248.

In this study we have tried to determine if the cultural background of children has an influence on how they interact with robots. Children of different age groups and cultures played a card guessing game with a robot (iCat). By using perception tests to evaluate the children's emotional response it was revealed that children from South Asia (Pakistani) were much more expressive than European children (Dutch) and younger children were more expressive than the older ones in the context of child robot interaction.

© All rights reserved Shahid et al. and/or their publisher

2010
 
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Mubin, Omar, Bartneck, Christoph and Feijs, Loe (2010): Using word spotting to evaluate roila: a speech recognition friendly artificial language. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3289-3294.

In our research we argue for the benefits that an artificial language could provide to improve the accuracy of speech recognition. We briefly present the design and implementation of a vocabulary of our intended artificial language (ROILA), the latter by means of a genetic algorithm that attempted to generate words which would have low likelihood of being confused by a speech recognizer. Lastly we discuss the methodology and results of two word spotting experiments that were carried out to evaluate if indeed the vocabulary of ROILA achieved better recognition than English. Our results reveal that our initial vocabulary was not significantly better than English but when the vocabulary was modified to include CV-type words only, the vocabulary nearly significantly outperformed English.

© All rights reserved Mubin et al. and/or their publisher

2009
 
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Mubin, Omar, Shahid, Suleman, Bartneck, Christoph, Krahmer, Emiel, Swerts, Marc and Feijs, Loe (2009): Using language tests and emotional expressions to determine the learnability of artificial languages. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4075-4080.

The study described hereunder lies within the context of a larger project focusing on the design and implementation of a "Robotic Interaction Language". The research goal of this project is to find the right balance between the effort necessary from the user to learn a new or artificial language and the resulting benefit of robust communication between a robot and the user as a direct consequence of optimized speech recognition. To measure the first criteria we have explored two methods to evaluate language learnability, namely Language Tests and analyzing expressed emotions during interaction in an artificial language. Our results indicate that both have potential in being used as measurement tools for evaluating the learnability of artificial languages.

© All rights reserved Mubin et al. and/or ACM Press

 
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Mahmud, Abdullah Al, Mubin, Omar and Shahid, Suleman (2009): User experience with in-car GPS navigation systems: comparing the young and elderly drivers. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 90.

This paper outlines the design requirements of a GPS car navigation system for the elderly and the young by proposing a set of new guidelines for designing such systems. Our study revealed that younger drivers had a more positive user experience as compared to the elderly drivers. This paper also identifies a number of advanced features that a routing system should have for satisfying both the elderly and younger drivers on road. In conclusion, we will discuss the key design recommendations that were derived from the study.

© All rights reserved Mahmud et al. and/or their publisher

2008
 
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Shahid, Suleman, Mubin, Omar and Mahmud, Abdullah Al (2008): Friend forever: a healderly partner. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 485-486.

 
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Mahmud, Abdullah Al, Mubin, Omar, Shahid, Suleman and Martens, Jean-Bernard (2008): Designing and evaluating the tabletop game experience for senior citizens. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 403-406.

In this paper, we report on the design and evaluation of a tabletop game especially created for senior citizens. The game is intended to provide leisure and fun and is played with four players on an augmented tabletop. It evolved from existing games and rules that are popular and familiar amongst senior citizens. Several aspects that are part of the gaming experience, such as immersion, flow, affect and, challenge, were assessed experimentally. The gaming experience was measured relatively by subjectively comparing user reactions across two sessions, one using a conventional board game and another using a digital tabletop version of the same game. Our results indicate that senior citizens found the tabletop version of the game to be more immersive and absorbing. We also discuss some implications to tabletop game design that can be deduced from the qualitative feedback provided by our participants.

© All rights reserved Mahmud et al. and/or their publisher

 
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Mubin, Omar, Shadid, Suleman and Mahmud, Abdullah Al (2008): Walk 2 Win: Towards Designing a Mobile Game for Elderly's Social Engagement. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 11-14.

In this paper we describe a user-centered approach to designing and evaluating a socially interactive mobile game for the elderly. The objective of the game is to encourage the elderly to socially engage amongst themselves and to make the time that they spend in the community center more enjoyable. The design of the game, known as Walk 2 Win was done for and with the elderly. Two levels of the game (easy, difficult) across two modes (single, multi player) were evaluated with the elderly in a community center over two sessions. Our results show that senior citizens are keen to play simple games having uncomplicated rules as long as they can customize the game according to their whims. Their preference lies in playing games that are enhancements of existing games that they usually play. It was found that the elderly expressed a strong preference and interest to build a team, with for example their grand children. Additionally it was revealed that games for the elderly should incorporate everyone, regardless of gender or their role in the game. The methodological lessons that we came across throughout the design process are also presented.

© All rights reserved Mubin et al. and/or their publisher

 
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Mubin, Omar and Mahmud, Abdullah Al (2008): Exploring Multimodal Robotic Interaction through Storytelling for Aphasics. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 145-146.

In this poster, we propose the design of a multimodal robotic interaction mechanism that is intended to be used by Aphasics for storytelling. Through limited physical interaction, mild to moderate aphasic people can interact with a robot that may help them to be more active in their day to day activities. In our proposed design Aphasics interact with the iCat robot which recognizes and understands the gestures of Aphasics hereby enabling both of them to participate in a one to one interaction. This interaction helps Aphasics to share and reinforce their experience of storytelling and consequently helps them to reengage in their post-stroke life.

© All rights reserved Mubin and Mahmud and/or their publisher

2007
 
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Mahmud, Abdullah Al, Mubin, Omar, Octavia, Johanna Renny, Shahid, Suleman, Yeo, LeeChin, Markopoulos, Panos, Martens, Jean-Bernard and Aliakseyeu, Dima (2007): Affective Tabletop Game: A New Gaming Experience for Children. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 44-51.

 
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Mahmud, Abdullah Al, Dadlani, Pavan, Mubin, Omar, Shahid, Suleman, Midden, Cees J. H. and Moran, Oliver (2007): iParrot: Towards Designing a Persuasive Agent for Energy Conservation. In: Kort, Yvonne de, IJsselsteijn, Wijnand, Midden, Cees J. H., Eggen, Berry and Fogg, B. J. (eds.) PERSUASIVE 2007 - Persuasive Technology, Second International Conference on Persuasive Technology April 26-27, 2007, Palo Alto, CA, USA. pp. 64-67.

 
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Bartneck, Christoph, Verbunt, Marcel, Mubin, Omar and Mahmud, Abdullah Al (2007): To kill a mockingbird robot. In: Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction 2007. pp. 81-87.

Robots are being introduced in our society but their social status is still unclear. A critical issue is if the robot's exhibition of intelligent life-like behavior leads to the users' perception of animacy. The ultimate test for the life-likeness of a robot is to kill it. We therefore conducted an experiment in which the robot's intelligence and the participants' gender were the independent variables and the users' destructive behavior of the robot the dependent variables. Several practical and methodological problems compromised the acquired data, but we can conclude that the robot's intelligence had a significant influence on the users' destructive behavior. We discuss the encountered problems and the possible application of this animacy measuring method.

© All rights reserved Bartneck et al. and/or ACM Press

 
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Bartneck, Christoph, Hoek, Michel van der, Mubin, Omar and Mahmud, Abdullah Al (2007): "Daisy, Daisy, give me your answer do!": switching off a robot. In: Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction 2007. pp. 217-222.

Robots can exhibit life like behavior, but are according to traditional definitions not alive. Current robot users are confronted with an ambiguous entity and it is important to understand the users perception of these robots. This study analyses if a robot's intelligence and its agreeableness influence its perceived animacy. The robot's animacy was measured, amongst other measurements, by the users' hesitation to switch it off. The results show that participants hesitated three times as long to switch off an agreeable and intelligent robot as compared to a non agreeable and unintelligent robot. The robots' intelligence had a significant influence on its perceived animacy. Our results suggest that interactive robots should be intelligent and exhibit an agreeable attitude to maximize its perceived animacy.

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Mubin, Omar, Mahmud, Abdullah Al and Bartneck, Christoph (2007): TEMo-Chine: Tangible Emotion Machine. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 511-514.

 
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Changes to this page (author)

18 Apr 2011: Modified
02 Nov 2010: Modified
02 Nov 2010: Modified
25 Jul 2009: Modified
12 Jul 2009: Modified
12 Jul 2009: Modified
09 Jul 2009: Modified
09 Jul 2009: Modified
17 Jun 2009: Modified
02 Jun 2009: Modified
29 May 2009: Modified
29 May 2009: Modified
09 May 2009: Added

Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/omar_mubin.html

Publication statistics

Pub. period:2007-2011
Pub. count:13
Number of co-authors:17



Co-authors

Number of publications with 3 favourite co-authors:

Abdullah Al Mahmud:10
Suleman Shahid:7
Christoph Bartneck:5

 

 

Productive colleagues

Omar Mubin's 3 most productive colleagues in number of publications:

Panos Markopoulos:80
Jean-Bernard Marte..:42
Christoph Bartneck:30
 
 
 
Jun 18

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!