Saeed SafikhaniGraz University of Technology | TU Graz · Institute of Interactive Systems and Data Science
Saeed Safikhani
PhD candidate
About
28
Publications
11,430
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310
Citations
Introduction
Saeed Safikhani currently works at the Institute of Interactive Systems and Data Science, Graz University of Technology. Saeed does research in Virtual Reality simulation and gamification.
Additional affiliations
September 2013 - February 2016
September 2017 - July 2018
January 2012 - August 2017
Saze Paydar Rayan
Position
- Engineer
Publications
Publications (28)
One of the most crucial aspects of the user experience in virtual reality (VR) is the sense of presence. To evaluate this, both subjective and objective methods can be employed. While subjective methods are easy to implement and interpret, they may not fully capture user feedback, and the results can sometimes lack consistency. In contrast, using o...
One of the most crucial aspects of the user experience in virtual reality (VR) is the sense of presence. To evaluate this, both subjective and objective methods can be employed. While subjective methods are easy to implement and interpret, they may not fully capture user feedback, and the results can sometimes lack consistency. In contrast, using o...
As virtual reality (VR) games appeal to increasingly large audiences, many newcomers need convenient and flexible onboarding sessions. Traditional methods of creating tutorial levels can be time-consuming and require additional effort from the development team. In this paper, we present a toolkit for computer-assisted tutorial generation in VR. We...
Beyond building physics" is a newly developed virtual learning environment that was developed from a combination of three technologies: Virtual Reality, Building Performance Simulation and the Internet of Things. The integration of virtual reality in education has emerged as a pivotal focus, driving disruptive advancements in experiential learning....
In this demonstration paper, we present our interactive virtual reality (VR) experience, which has been designed to facilitate interaction with energy-related information. This experience consists of two main modes: the world in miniature for large-scale and first-person for real-world scale visualizations. Additionally, we presented our approach t...
In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in education can increase user motivation and engagement. Accordingly, in this paper, we designed and developed an imm...
Previous research demonstrates that the interruption of immersive experiences may lead to a bias in the results of questionnaires. Thus, the traditional way of presenting questionnaires, paper-based or web-based, may not be compatible with evaluating VR experiences. Recent research has shown the positive impact of embedding questionnaires contextua...
While digital libraries offer essential benefits for the digital age such as constant availability and accessibility, they often fail in providing a similarly enjoyable browsing experience that benefits engagement and serendipitous exploration inherent to traditional library experiences. In this paper, we propose a virtual reality (VR) library envi...
In this paper, we present a systematic review of the applications of (1) Extended Reality (XR), (2) Augmented Reality (AR), and (3) Virtual Reality (VR) technologies to enhance emotion recognition and emotion expression in people with Autism Spectrum
Disorder (ASD).
ASD can affect various abilities, and poses challenges to the recognition of emoti...
In this conference contribution we would like to present our work on the development of a virtual reality digital twin for energy research. Buildings and city districts are increasingly being developed in an integrated way, involving many disciplines simultaneously. As a result, the diversity of research elements and results as well as their interr...
For the development of restraint systems, the initial posture and kinematics of the occupants immediately before the crash are essential. To predict the behaviour of vehicle occupants in pre-crash manoeuvres, volunteer tests under controlled boundary conditions to calibrate and validate active human body models are needed. The challenge in such exp...
The field of architecture, engineering, and construction (AEC) is continually striving to use resources efficiently and manage complex processes. Now more than ever, there is a strong need for digital transformation in AEC. The improvement in the accessibility of consumer-based head-mounted displays (HMD) is attracting different entertainment and r...
Researchers study the user experience in Virtual Reality (VR) typically by collecting either sensory data or using questionnaires. While traditional questionnaire formats present it through web-based survey tools (out-VR), recent studies investigate the effects of presenting questionnaires directly in the virtual environment (in-VR). The in-VR ques...
Virtual Reality (VR) environments are computer-generated mediums that try to provide the user a sense of presence. The use of VR term in science has a long history, but an increasing number of commercial cost-effective VR devices are creating new possibilities and applications for it. Regardless of entertainment, as the most widespread market for V...
Virtual reality (VR) technologies have become more affordable and accessible in recent years. This is opening up new methods and opportunities in the field of digital learning. VR can offer new forms of interactive learning and working, especially for subjects from the STEM (Science, technology, engineering, and mathematics) area. In this context w...
Presence in VR is a perceptual sense that leads to an automatic reaction of the brain-body system. An expected interaction in VR can lead to a higher sense of presence. In this work in progress paper we present a conceptual framework for innovative user interface (UI) design in VR with a focus on realistic interactions with the environment. We inve...
Grain crushing is of essential importance for understanding the mechanical behavior of granular materials such as sand, gravel or broken rock under higher pressures. In order to investigate the breakage mechanism of a single grain under different loading conditions, numerical simulations are carried out using DEM. Two different types of boundary co...
Wetting deformations of the rockfill material in a concrete face rockfill dam (CFRD) can lead to an increase of the bending of the concrete slabs and consequently to cracks and leakage points in concrete slabs. Heavy rainfall or defects of the concrete sealing causes a local increase of the moisture content in the dam body, which can lead, for mois...
In this paper the effect of grain fragmentation of a cohesionless granular material on the change of microstructure quantities is investigated using a micropolar continuum model. To this end the change of the grain size distribution is related in a simplified manner to a reduction of the mean grain diameter, which enters the constitutive equation a...