Reza Hadi Mogavi

Reza Hadi Mogavi
University of Waterloo | UWaterloo · Game Institute (GI)

Doctor of Philosophy
Wisdom begins in wonder. *Socrates*

About

24
Publications
13,159
Reads
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93
Citations
Introduction
Dr. Reza Hadi Mogavi, a Postdoctoral Researcher at the University of Waterloo, is an expert in Human-Computer Interaction (HCI), Computer-Supported Cooperative Work (CSCW), and Social Computing. With a Ph.D. in Computer Science and Engineering from the Hong Kong University of Science and Technology, Reza is dedicated to creating advanced and accessible digital technologies, aiming to enhance user interaction and inclusivity. Read more in Reza's website: https://www.rezahadi.com/
Education
February 2017 - February 2023
The Hong Kong University of Science and Technology
Field of study
  • Computer Science and Engineering
September 2014 - September 2016
Sharif University of Technology
Field of study
  • Information Technology (IT) Engineering
September 2010 - August 2014
Azerbaijan Shahid Madani University
Field of study
  • Information Technology (IT) Engineering

Publications

Publications (24)
Preprint
Full-text available
To foster the development of pedagogically potent and ethically sound AI-integrated learning landscapes, it is pivotal to critically explore the perceptions and experiences of the users immersed in these contexts. In this study, we perform a thorough qualitative content analysis across four key social media platforms. Our goal is to understand the...
Preprint
Full-text available
Community Question Answering Websites (CQAs) like Stack Overflow rely on continuous user contributions to keep their services active. Nevertheless, they often undergo a sharp decline in their user participation during the holiday season, undermining their performance. To address this issue, some CQAs have developed their own special promotional gam...
Preprint
Full-text available
In recent years, studies on the user experience have emerged as an indispensable part of any gamification research. The study of user experience enables gamification designers and practitioners to design or adapt their gamification schemes in a more knowledgeable and efficacious manner. However, one popular gamification scheme that has largely rema...
Preprint
Full-text available
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes u...
Preprint
Full-text available
The emergence of the metaverse is being widely viewed as a revolutionary technology owing to a myriad of factors, particularly the potential to increase the accessibility of learning for students with disabilities. However, not much is yet known about the views and expectations of disabled students in this regard. The fact that the metaverse is sti...
Preprint
Full-text available
WallStreetBets (WSB), a Reddit community, has a key impact on real stock markets, as evidenced by the GameStop Short squeeze in 2021. In this work, we characterise the content and user properties that impact engagement in WSB. We show that regardless of WSB association with emojis and less formal terms, the engagement among community members depend...
Article
To foster the development of pedagogically potent and ethically sound AI-integrated learning landscapes, it is pivotal to critically explore the perceptions and experiences of the users immersed in these contexts. In this study, we perform a thorough qualitative content analysis across four key social media platforms. Our goal is to understand the...
Chapter
In recent years, the gamification research community has widely and frequently questioned the effectiveness of one-size-fits-all gamification schemes. In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This pa...
Preprint
Full-text available
ChatGPT has piqued the interest of many fields, particularly in the academic community. GPT-4, the latest version, starts supporting multimodal input and output. This study examines social media posts to analyze how the Chinese public perceives the potential of ChatGPT for educational and general purposes. The study also serves as the first effort...
Preprint
Full-text available
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in virtual reality displays limits the user's ability to experience and appreciate its aesthetics. This paper present...
Preprint
Full-text available
In recent years, the gamification research community has widely and frequently questioned the effectiveness of one-size-fits-all gamification schemes. In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This pa...
Preprint
Full-text available
We share the largest dataset for the Pakistani Twittersphere consisting of over 49 million tweets, collected during one of the most politically active periods in the country. We collect the data after the deposition of the government by a No Confidence Vote in April 2022. This large-scale dataset can be used for several downstream tasks such as pol...
Preprint
Full-text available
There has been a significant expansion in the use of online social networks (OSNs) to support people experiencing mental health issues. This paper studies the role of Instagram influencers who specialize in coaching people with mental health issues. Using a dataset of 97k posts, we characterize such users' linguistic and behavioural features. We ex...
Preprint
Full-text available
The COVID-19 pandemic led governments to rely on the versatility of social media to communicate with their citizens. This paper analyzes the Facebook communication of political leaders and health departments from 17 countries during the COVID-19 pandemic. We evaluate the citizen's response under the frameworks of media richness and user engagement....
Article
Problem-Based Learning (PBL) is a popular approach to instruction that supports students to get hands-on training by solving problems. Question Pool websites (QPs) such as LeetCode, Code Chef, and Math Playground help PBL by supplying authentic, diverse, and contextualized questions to students. Nonetheless, empirical findings suggest that 40% to 8...
Preprint
Full-text available
As more and more face-to-face classes move to online environments, it becomes increasingly important to explore any emerging barriers to students' learning. This work focuses on characterizing student barriers to active learning in synchronous online environments. The aim is to help novice educators develop a better understanding of those barriers...
Preprint
Full-text available
Problem-Based Learning (PBL) is a popular approach to instruction that supports students to get hands-on training by solving problems. Question Pool websites (QPs) such as LeetCode, Code Chef, and Math Playground help PBL by supplying authentic, diverse, and contextualized questions to students. Nonetheless, empirical findings suggest that 40% to 8...
Chapter
The high rate of churning users who abandon the Community Question Answering forums (CQAs) may be one of the crucial issues that hinder their development. More personalized question recommendation to users might help to manage this problem better. In this paper, we propose a new algorithm (we name HRCR) that recommends questions to users such to re...
Conference Paper
Understanding how much users disclose personal information in Online Social Networks (OSN) has served various scenarios such as maintaining social relationships and customer segmentation. Prior studies on self-disclosure have relied on surveys or users' direct social networks. These approaches, however, cannot represent the whole population nor con...
Article
Full-text available
The high rate of churning users who abandon the Community Question Answering forums (CQAs) may be one of the crucial issues that hinder their development. More personalized question recommendation to users might help to manage this problem better. In this paper, we propose a new algorithm (we name HRCR) that recommends questions to users such to re...
Article
Each single source multicast session (SSMS) transmits packets from a source node s i to a group of destination nodes t i , i=1,2,…,n. An SSMS’s path can be established with a routing algorithm, which constructs multicast path between source and destinations. Also, for each SSMS, the routing algorithm must be performed once. When the number of SSMS...

Questions

Questions (2)
Question
Do you know any systematic steps for building taxonomies in the field of HCI? My question is mostly to qualitative researchers.
I would appreciate any advice, reference, or even sharing of experiences.
Question
I wonder if Braun and Clarke’s reflexive thematic analysis method suitable for content analysis or not. Any suggestions, references, or experiences? Thank you in advance

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