Nilufar Baghaei

Nilufar Baghaei
The University of Queensland | UQ · School of Information Technology and Electrical Engineering

PhD, Computer Science

About

98
Publications
36,261
Reads
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984
Citations
Additional affiliations
March 2020 - May 2021
Massey University
Position
  • Lecturer
October 2018 - January 2020
Otago Polytechnic
Position
  • Head of Department
January 2011 - September 2018
UNITEC Institute of Technology
Position
  • Head of Department

Publications

Publications (98)
Conference Paper
Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair players' immersion, performance, and enjoyment. Researchers have explored techniques to mitigate SS. While these...
Article
It is well documented that exergames are enjoyable to play and can significantly improve older adults' health and well-being. However, there is limited research on exploring factors affecting these users' acceptance of such games, especially in virtual reality (VR), a relatively newer technology. This study proposes an extended version of the Techn...
Article
This study provides a comprehensive review about the use of videogames and virtual reality (VR) for the assessment of anxiety and depression. This review aimed to answer the research question of the viability of games and VR for the assessment of anxiety and depression. An extensive literature search spanning across several databases published sinc...
Preprint
Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair players' immersion, performance, and enjoyment. Researchers have explored techniques to mitigate SS. While these...
Preprint
Full-text available
This systematic study is aimed to investigate the implementation level of different extended reality (XR) techniques in the care of mental disorder. We point out some XR technologies used to deliver care for mental disorders, and to evaluate the effectiveness of using XR systems for anxiety and depression amidst other mental disorders. A search per...
Article
Full-text available
Stress is one of the significant triggers of several physiological and psychological illnesses. Mobile health apps have been used to deliver various stress management interventions and coping strategies over the years. However, little work exists on persuasive strategies employed in stress management apps to promote behavior change. To address this...
Article
Positive Behaviour for Learning (PB4L) is a flexible framework that can be localised to ensure it is a culturally responsive approach to protect and promote student wellbeing and positive behaviour. One of the downsides is that it requires much paperwork. Teachers need to record behaviour, reward positive and report negative behaviour, and file inc...
Conference Paper
Full-text available
Persuasive technology is defined as technology that is designed to change users' mindsets or behaviours through persuasion. Previous studies have looked at the applications of persuasive technology in different domains. However, the use of Virtual Reality (VR) in persuasion is an emerging and novel area. In this project, VR is used as a tool with t...
Article
Full-text available
Faced with the biggest virus outbreak in a century, world governments at the start of 2020 took unprecedented measures to protect their healthcare systems from being overwhelmed in the light of the COVID-19 pandemic. International travel was halted and lockdowns were imposed. Many nations adopted measures to stop the transmission of the virus, such...
Preprint
UNSTRUCTURED Objective: To determine the comparative use and knowledge effects of two prototype serious games for health on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D). Methods: A three-arm parallel randomized controlled pilot trial was undertaken to assess use of the game, and the effect of the game on he...
Article
Background: Mobile games can be effective and motivating tools for promoting children's health. Objective: We aimed to determine the comparative use of 2 prototype serious games for health and assess their effects on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D). Methods: A 3-arm parallel pilot randomiz...
Preprint
Full-text available
Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as "input-output randomnes...
Preprint
Full-text available
BACKGROUND Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization (WHO) predicts that by 2030, mental health conditions will be the leading disease burden globally. The current need for mental health care is overwhelming. In New Zealand, one in six adults have been diagnosed with...
Article
Full-text available
Background: Mental health conditions pose a major challenge to health care providers and society at large. The World Health Organization predicts that by 2030, mental health conditions will be the leading cause of disease burden worldwide. The current need for mental health care is overwhelming. In New Zealand, 1 in 6 adults has been diagnosed wit...
Preprint
BACKGROUND In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, us...
Article
Full-text available
Background In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergaming. The effects and acceptability of exergames have been studied widely but mostly with older adults. The feasibility and usability...
Preprint
Full-text available
Modern training typically incorporates real-world training applications. Augmented Reality (AR) technologies support this by overlaying virtual objects in real-world 3-Dimensional (3D) space. However, integrating instruction into AR is challenging because of technological and educational considerations. One reason is a lack of architecture for supp...
Preprint
Modern training typically incorporates real-world training applications. Augmented Reality (AR) technologies support this by overlaying virtual objects in real-world 3-Dimensional (3D) space. However, integrating instruction into AR is challenging because of technological and educational considerations. One reason is a lack of architecture for supp...
Preprint
Full-text available
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types...
Preprint
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interactio...
Article
Objective: This article presents the results of a systematic review of the latest, state-of-the-art research on videogames designed for older adults (i.e., those aged 65 or older) and the health benefits derived from playing these games. Findings from each study that met the inclusion criteria were analyzed and summarized into emergent themes to de...
Chapter
Earth built environments are popular around the world due to their health benefits, indoor environment quality, passive solar gains, aesthetics, thermal efficiency, weathertightness, low cost of building materials and high function-ality. However, residential earth buildings are unpopular in New Zealand (NZ), despite their numerous benefits. Previo...
Conference Paper
Mental health conditions pose a major challenge to healthcare providers and society at large. Early intervention can have significant positive impact on a person's prognosis, particularly important in improving mental health outcomes and functioning for young people. Virtual Reality (VR) in mental health is an emerging and innovative field. Recent...
Article
Background: Physical inactivity has been identified as the fourth leading cause of death globally. It is now well established that a sedentary lifestyle is a unique risk factor for several diseases such as type 2 diabetes and cardiovascular disease, which account for about 30% of global mortality. Diabetes is a major preventable cause of costly and...
Conference Paper
Mental health conditions pose a major challenge to healthcare providers and society at large. According to the Mental Health Foundation of New Zealand, one in five people will develop a serious mood disorder, including depression, at some time in their life [2]. Early intervention can have significant positive impact on a person’s prognosis, partic...
Article
Full-text available
Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to N...
Chapter
Modern life is ever more reliant on computers being able to classify the world around them and computer vision is one of the ways computers do it. Nowadays, due to the advent of reliable and low-cost range sensors like Kinect which provide useful 3D data to feed prediction systems with a new dimension of useful information, computer vision is takin...
Preprint
Footwear outsoles acquire characteristics unique to the individual wearing them over time. Forensic scientists largely rely on their skills and knowledge, gained through years of experience, to analyse such characteristics on a shoeprint. In this work, we present a convolutional neural network model that can predict the wear pattern on a unique dat...
Article
Full-text available
Abstract Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in educational context, i.e. teaching numeracy at a primary school level. We study the appealing characteristics of engaging computer games from child...
Conference Paper
Virtual Reality (VR) models have been used in tertiary education to provide unreachable real-life experiences to learners. Often construction class facilitators find it is very challenging to engage in experiential learning activities (e.g., site visits) due to hectic project environment and its health and safety risks. VR models can, therefore, be...
Conference Paper
Consumer virtual reality (VR) is a relatively new mass technology that needs to be explored further so we can understand how it affects players from a psychophysiological perspective and how it differs from a common display during gameplay. One aspect of VR gameplay that is particularly underexplored when it comes to psychophysiological data is vie...
Article
Full-text available
Abstract The ageing workforce and the changing nature of jobs make it critical for education providers to include life-long learning skills and training provisions for adult learners already in the workforce. Learning a topic online via Massive Open Online Courses (MOOCs) has gained a lot of popularity due to their scalability and efficiency of kno...
Article
The Kaczmarz algorithm is-an iterative orthogonal projection method for solving linear systems of equations. As compared to direct methods such as Gaussian elimination or sparse QR-factorization, this algorithm is efficient for problems with sparse matrices, as they appear in constraint-based User Interface (UI) layout specifications. We present a...
Article
Full-text available
Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this a...
Chapter
Full-text available
There are a growing number of children with attention-deficit/hyperactivity disorder (ADHD). Research has shown that these children process information quite differently from others. A lot of ADHD-diagnosed children (especially inattentive type ADHD) are more of a visual learner, easily distracted, struggle to follow instructions, are easily forget...
Conference Paper
Full-text available
Despite significant advances in medicine, diabetes mellitus remains a major health problem among diabetes patients (diabetics). Diabetes in Malaysia has become increasingly critical along with diabetes complications. Diabetes Self-Management Applications (DSMA) are impactful patient-centered tools that has immense potential in enabling diabetics to...
Conference Paper
Full-text available
The term personalized learning has proliferated over recent years especially with the advancement of several educational technologies, conceptual frameworks and mobile and wireless internet technologies. The aim of this paper is to identify an acceptable personalized learning paradigm for educators. A detailed literature review on various aspects o...
Conference Paper
Full-text available
The use of computer games as common vehicles for education, as opposed to pure entertainment, has gained immense popularity in recent years. In our earlier work, we investigated the appealing characteristics of engaging computer games for children and designed an educational tool based on those characteristics. In this paper, we present the results...
Conference Paper
Full-text available
The success rate of computer games in engaging children has prompted educational researchers to investigate if similar techniques can be used to engage children with learning. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (Features Enriched Game (F...
Conference Paper
Full-text available
Developing socially assistive robots is an emerging interdisciplinary research area, which requires collaboration between a wide range of disciplines. Among recent research projects, there have been attempts to develop assistive robotic solutions to solve various health and social issues. In most current research attempts to design socially assisti...
Article
Full-text available
The use of computer games as common vehicles for education, as opposed to pure entertainment, has gained immense popularity in recent years. In this paper, we investigate the appealing characteristics of engaging computer games for children, and whether embedding these characteristics into an educational tool enhances children’s learning. We presen...
Conference Paper
Full-text available
The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the potential of Multi-touch interfaces in collaborative Unified Modeling Language (UML) diagramming by comparing the...
Article
Full-text available
The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the Multi-touch interface's potential in collaborative Unified Modeling Language diagramming by comparing it to a PC-...
Conference Paper
Full-text available
The use of multi-touch interfaces for collaborative software design has received significant attention. Multi-touch surfaces can accommodate more than one user synchronously which is particularly useful for collaborative design tasks. In this paper, we explore the potential of using multi-touch technology for Unified Modelling Language (UML) softwa...
Conference Paper
Full-text available
Multi-touch interfaces facilitate collaborative learning and, thus, represent a promising educational technology. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the multi-touch interface's potential in collaborative Unified Modelling Language (UML) diagramming...
Conference Paper
Full-text available
Previous research has shown that children with Attention Deficit Disorder (ADD) and Attention Deficit Hyperactivity Disorder (ADHD) have unique difficulties that can make more traditional methods of teaching less effective. In this paper, we present a novel approach for designing computer games aimed at offering a more dynamic way of teaching ADD/A...
Conference Paper
Full-text available
Wiki-like or crowdsourcing models of collaboration can provide a number of benefits to academic work. These techniques may engage expertise from different disciplines, and potentially increase productivity. This paper presents a model of massively distributed collaborative authorship of academic papers. This model, developed by a collective of thir...
Conference Paper
Full-text available
The use of computer games as common vehicles for education, as opposed to pure entertainment, has gained popularity in recent years. Traditional method for diabetes education relies heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. In this paper, we present a novel approach for des...