Sofia Karam

Ms. Sofia Karam


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 June 2021 in Systems
Verified
Journal Article
Open access
PDF file
VDVidanelage Lakshika Dayarathna
Vidanelage Lakshika Dayarathna
SKSofia Karam
Sofia Karam
Raed JaradatRaed Jaradat
Raed Jaradat
MHMichael Hamilton
Michael Hamilton
PJParker Jones
Parker Jones
FEFatine Elakramine
Fatine Elakramine
This study utilized the application of authentic Virtual Reality (VR) to replicate the real-world complex system scenarios of a large retail supply chain. The proposed VR scenarios were developed based on an established systems thinking instrument that consists of seven dimensions: level of complexity, independence, interaction, change, uncertainty, systems’ worldview, and flexibility. However, in this study, we only developed the VR scenarios for the first dimension, level of complexity, to assess an individual’s Systems Thinking Skills (STS) when he or she engages in a turbulent virtual environment. The main objective of this study was to compare a student’s STS when using traditional ST instruments versus VR scenarios for the complexity dimension. The secondary aim was to investigate the efficacy of VR scenarios utilizing three measurements: Simulation Sickness Questionnaire (SSQ), System Usability Scale (SUS), and Presence Questionnaire (PQ). In addition to the three measures, NASA TLX assessment was also performed to assess the perceived workload with regards to performing the tasks in VR scenarios. The results show students’ preferences in the VR scenarios are not significantly different from their responses obtained using the traditional systems skills instrument. The efficacy measures confirmed that the developed VR scenarios are user friendly and lie in an acceptable region for users. Finally, the overall NASA TLX score suggests that users require 36% perceived work effort to perform the activities in VR scenarios.

10 April 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
SKSofia Karam
Sofia Karam
Raed JaradatRaed Jaradat
Raed Jaradat
MHMichael A. Hamilton
Michael A. Hamilton
VDVidanelage Lakshika Dayarathna
Vidanelage Lakshika Dayarathna
PJParker Jones
Parker Jones
Randy BuchananRandy Buchanan
Randy Buchanan
The focus of computer systems in the field of visual analytics is to make the results clear and understandable. However, enhancing human-computer interaction (HCI) in the field is less investigated. Data visualization and visual analytics (VA) are usually performed using traditional desktop settings and mouse interaction. These methods are based on the window, icon, menu, and pointer (WIMP) interface, which often results in information clutter and is difficult to analyze and understand, especially by novice users. Researchers believe that introducing adequate, natural interaction techniques to the field is necessary for building effective and enjoyable visual analytics systems. This work introduces a novel virtual reality (VR) module to perform basic visual analytics tasks and aims to explore new interaction techniques in the field. A pilot study was conducted to measure the time it takes students to perform basic tasks for analytics using the developed VR module and compares it to the time it takes them to perform the same tasks using a traditional desktop to assess the effectiveness of the VR module in enhancing student’s performance. The results show that novice users (Participants with less programming experience) took about 50% less time to complete tasks using the developed VR module as a comrade to a programming language, notably R. Experts (Participants with advanced programming experience) took about the same time to complete tasks under both conditions (R and VR).

Verified
Journal Article
Open access
PDF file
Morteza NagahiMorteza Nagahi
Morteza Nagahi
Niamat Ullah Ibne HossainNiamat Ullah Ibne Hossain
Niamat Ullah Ibne Hossain
VDVidanelage Lakshika Dayarathna
Vidanelage Lakshika Dayarathna
SKSofia Karam
Sofia Karam
KBKari Babski-Reeves
Kari Babski-Reeves
Raed JaradatRaed Jaradat
Raed Jaradat
In this research paper, we implemented a mixed factor design in order to investigate the effect of four anthropometries: height, weight, lower-arm dimensions, and upper-arm dimensions on the muscle activation level of participants when interacting with three types of moderators: experiment expertise, task type, and muscle type. The research paper focused on two levels of expertise (novice and expert), two tasks (deck-building and picket installation), and four arm muscles (Brachioradialis (BR), Extensor Carpi Ulnaris (ECU), Flexor Carpi Radialis (FCR), and Flexor Carpi Ulnaris (FCU)), which resulted in 16 (2 × 2 × 4) groups. For each of the 16 groups, the data were analyzed in order to investigate the relationship between the four anthropometries and the four muscle activation levels of the participants. Amos software (IBM, Armonk, NY, USA), along with multiple group structural equation modeling, was used to test a total of 16 direct relationships, as well as the moderation effects in the designed experiment. The results show that the participants’ expertise can moderate the relationship between their height and muscle activation levels, the relationship between their weight and muscle activation levels, and the relationship between their lower arm dimensions and muscle activation levels. Moreover, the findings of this research paper demonstrate that the relationship between the lower arm dimensions and muscle activation levels, and the relationship between weight and muscle activation levels are moderated by the type of muscle used by the participants (i.e., BR, ECU, FCR, and FCU).