Nilufar Baghaei

HC
h-index23
7papers
113citations
Novelty32%
AI Score39

7 Papers

HCApr 17
"When I see Jodie, I feel relaxed": Examining the Impact of a Virtual Supporter in Remote Psychotherapy

Jiashuo Cao, Chen Li, Wujie Gao et al.

Virtual agents have shown promising potential in mental health applications, but current research has predominantly focused on contexts outside of traditional therapy sessions. This paper examines the impact of a virtual supporter in remote psychotherapy sessions conducted via Zoom. We used a two-phase research approach. First we conducted a formative study to understand the roles and functions of human supporters in psychotherapy contexts. Based on these findings, we developed a virtual supporter operating in two modes: Daily Mode (for mood journaling outside therapy) and Therapy Mode (as an additional participant in Zoom therapy sessions). Finally we ran a user study with 14 participants who engaged with the virtual supporter for a week and then joined a remote psychotherapy session together. Our findings revealed that the virtual supporter had positive effects on creating psychological safety, reducing anxiety, and enhancing emotional articulation without disrupting the therapeutic process. We then discussed both the benefits and potential disadvantages of virtual supporters in therapeutic contexts, including concerns about over-reliance and the need for appropriate boundaries. This research contributes to understanding how AI-driven virtual agents could contribute to human-led remote psychotherapy.

HCApr 4, 2022
Extended Reality for Mental Health Evaluation -A Scoping Review

Omisore Olatunji, Ifeanyi Odenigbo, Joseph Orji et al.

Mental health disorders are the leading cause of health-related problems globally. It is projected that mental health disorders will be the leading cause of morbidity among adults as the incidence rates of anxiety and depression grows globally. Recently, extended reality (XR), a general term covering virtual reality (VR), augmented reality (AR) and mixed reality (MR), is paving a new way to deliver mental health care. In this paper, we conduct a scoping review on the development and application of XR in the area of mental disorders. We performed a scoping database search to identify the relevant studies indexed in Google Scholar, PubMed, and the ACM Digital Library. A search period between August 2016 and December 2023 was defined to select articles related to the usage of VR, AR, and MR in a mental health context. We identified a total of 85 studies from 27 countries across the globe. By performing data analysis, we found that most of the studies focused on developed countries such as the US (16.47%) and Germany (12.94%). None of the studies were for African countries. The majority of the articles reported that XR techniques led to a significant reduction in symptoms of anxiety or depression. More studies were published in the year 2021, i.e., 31.76% (n = 31). This could indicate that mental disorder intervention received a higher attention when COVID-19 emerged. Most studies (n = 65) focused on a population between 18 and 65 years old, only a few studies focused on teenagers (n = 2). Also, more studies were done experimentally (n = 67, 78.82%) rather than by analytical and modeling approaches (n = 8, 9.41%). This shows that there is a rapid development of XR technology for mental health care. Furthermore, these studies showed that XR technology can effectively be used for evaluating mental disorders in similar or better way as the conventional approaches.

HCOct 22, 2025
Directive, Metacognitive or a Blend of Both? A Comparison of AI-Generated Feedback Types on Student Engagement, Confidence, and Outcomes

Omar Alsaiari, Nilufar Baghaei, Jason M. Lodge et al.

Feedback is one of the most powerful influences on student learning, with extensive research examining how best to implement it in educational settings. Increasingly, feedback is being generated by artificial intelligence (AI), offering scalable and adaptive responses. Two widely studied approaches are directive feedback, which gives explicit explanations and reduces cognitive load to speed up learning, and metacognitive feedback which prompts learners to reflect, track their progress, and develop self-regulated learning (SRL) skills. While both approaches have clear theoretical advantages, their comparative effects on engagement, confidence, and quality of work remain underexplored. This study presents a semester-long randomised controlled trial with 329 students in an introductory design and programming course using an adaptive educational platform. Participants were assigned to receive directive, metacognitive, or hybrid AI-generated feedback that blended elements of both directive and metacognitive feedback. Results showed that revision behaviour differed across feedback conditions, with Hybrid prompting the most revisions compared to Directive and Metacognitive. Confidence ratings were uniformly high, and resource quality outcomes were comparable across conditions. These findings highlight the promise of AI in delivering feedback that balances clarity with reflection. Hybrid approaches, in particular, show potential to combine actionable guidance for immediate improvement with opportunities for self-reflection and metacognitive growth.

HCJul 18, 2021
Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games

Yiwen Zhang, Diego Monteiro, Hai-Ning Liang et al.

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 randomness". Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.

HCJan 15, 2021
Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Wenge Xu, Hai-Ning Liang, Kangyou Yu et al.

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 (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.

HCOct 7, 2020
An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

Diego Monteiro, Hai-Ning Liang, Jialin Wang et al.

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 interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.

CVJul 28, 2019
Learning Wear Patterns on Footwear Outsoles Using Convolutional Neural Networks

Xavier Francis, Hamid Sharifzadeh, Angus Newton et al.

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 dataset of shoeprints that captures the life and wear of a pair of shoes. We present an additional architecture able to reconstruct the outsole back to its original state on a given week, and provide empirical evaluations of the performance of both models.