Saleh Kalantari

Dr. Saleh Kalantari


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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17 March 2022 in Innovation in Aging
Verified
Journal Article
Open access
PDF file
SKSaleh Kalantari
Saleh Kalantari
TXTong Bill Xu
Tong Bill Xu
AMArmin Mostafavi
Armin Mostafavi
ALAngella Lee
Angella Lee
RBRuth Barankevich
Ruth Barankevich
SCSara J Czaja
Sara J Czaja
Background and Objectives: Exposure to nature and nature-based imagery has been shown to improve mood states and stave off cognitive decline in older adults. Even “micro-doses” of natural scenery can provide beneficial effects in situations where more extensive interactions with nature are not feasible. In the current study, we evaluated the use of virtual reality (VR) for delivering interactive nature-based content with the goal of prompting active engagement and improving mood states in older adults. Research Design and Methods: The researchers developed a novel VR environment that combined 360-degree videos of natural areas and botanical gardens with interactive digital features that allowed users to engage with aspects of the environment. We recruited 50 older adults to try out this VR environment and measured changes in mood states and attitudes toward VR from before versus after the sessions. We controlled for variables such as age, education level, and exposure to nature in everyday life, and we looked for differences in responses to the VR among participants with cognitive impairments (CIs) versus without, and participants with physical disabilities versus without. Results: The findings indicated significant improvements in “good” mood and “calm” mood dimensions after exposure to the VR, as well as improvements in attitudes toward the technology. These positive outcomes were significantly greater for participants with physical disabilities compared to those without disabilities. No differences were found in the responses of participants with CIs versus those without. Exit interviews provided a variety of helpful suggestions about ways to improve the VR equipment design and content to meet the needs of an older adult population. Discussion and Implications: The study demonstrates that VR can provide a cost-effective, noninvasive, and nonpharmaceutical approach for improving the lives of older adults in both clinical and recreational settings, particularly when real-world access to nature is limited.

13 May 2021 in Scientific Reports
Verified
Journal Article
Open access
PDF file
SKSaleh Kalantari
Saleh Kalantari
JRJames D. Rounds
James D. Rounds
JKJulia Kan
Julia Kan
VTVidushi Tripathi
Vidushi Tripathi
JCJesus Gabriel Cruz-Garza
Jesus Gabriel Cruz-Garza
Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design. They also allow researchers to safely and effectively measure performance factors and physiological responses. However, the success of this form of design-testing depends on the generalizability of response measurements between VEs and real-world contexts. At the current time, there is very limited research evaluating the consistency of human response data across identical real and virtual environments. Rendering tools were used to precisely replicate a real-world classroom in virtual space. Participants were recruited and asked to complete a series of cognitive tests in the real classroom and in the virtual classroom. Physiological data were collected during these tests, including electroencephalography (EEG), electrocardiography (ECG), electrooculography (EOG), galvanic skin response (GSR), and head acceleration. Participants’ accuracy on the cognitive tests did not significantly differ between the real classroom and the identical VE. However, the participants answered the tests more rapidly in the VE. No significant differences were found in eye blink rate and heart rate between the real and VR settings. Head acceleration and GSR variance were lower in the VE setting. Overall, EEG frequency band-power was not significantly altered between the real-world classroom and the VE. Analysis of EEG event-related potentials likewise indicated strong similarity between the real-world classroom and the VE, with a single exception related to executive functioning in a color-mismatch task.

1 February 2022 in Journal of Environmental Psychology
Verified
Journal Article
Closed access
SKSaleh Kalantari
Saleh Kalantari
VTVidushi Tripathi
Vidushi Tripathi
JKJulia Kan
Julia Kan
JRJames D. Rounds
James D. Rounds
AMArmin Mostafavi
Armin Mostafavi
JCJesus G. Cruz-Garza
Jesus G. Cruz-Garza

22 April 2020 in Housing Studies
Verified
Journal Article
Closed access
SKSaleh Kalantari
Saleh Kalantari
MSMardelle McCuskey Shepley
Mardelle McCuskey Shepley
Rapid global urbanization has led to a construction boom in high-rise buildings, and this trend seems unlikely to change in the foreseeable future. But what are the social, psychological, and behavioral effects of living and working in high-rise environments? Researchers have only just begun to gather systematic empirical data about the positive and negative effects of high-rises for their human occupants. Many of the existing studies are limited in scope, and some provide conflicting results, so it is important to consider the body of research literature as a whole. The current review provides a broad and systematic evaluation of high-rise post-occupancy studies, in order to assess the state of our current knowledge, determine if provisional conclusions can be drawn from the existing research, and identify vital areas for future investigations. The overview suggests that certain negative psychological and social impacts have been consistently associated with high-rise environments, particularly for lower-income populations. At the same time, however, the literature provides evidence that many of these impacts can be reduced or eliminated through responsible design innovation.

13 April 2023 in Innovation in Aging
Verified
Journal Article
Open access
PDF file
SKSaleh Kalantari
Saleh Kalantari
TXTong Bill Xu
Tong Bill Xu
AMArmin Mostafavi
Armin Mostafavi
BKBenjamin Kim
Benjamin Kim
ADAndrew Dilanchian
Andrew Dilanchian
SCSara J Czaja
Sara J Czaja
Background and Objectives: Virtual reality (VR) applications are increasingly being targeted toward older adults as a means to maintain physical and cognitive skills and to connect with others, especially during the coronavirus disease 2019 era. Our knowledge about how older adults interact with VR is limited, however, since this is an emerging area and the related research literature is still rather slim. The current study focused specifically on older adults’ reactions to a social-VR environment, examining participant’s views about the possibility of meaningful interactions in this format, the impacts of social-VR immersion on mood and attitude, and features of the VR environment that affected these outcomes. Research Design and Methods: The researchers designed a novel social-VR environment with features intended to prompt conversation and collaborative problem-solving among older adults. Participants were recruited from 3 diverse geographic locations (Tallahassee, FL; Ithaca, NY; and New York City, NY), and were randomly assigned to a partner from one of the other sites for social-VR interaction. The sample consisted of 36 individuals aged 60 and older. Results: Reactions to the social VR were quite positive. Older adults reported high levels of engagement in the environment and perceived the social VR to be enjoyable and usable. Perceived spatial presence was found to be a central driver of positive outcomes. A majority of the participants indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement that were of concern to older adults, such as the use of more realistic avatars, larger controllers more suited to aging hands, and more time for training/familiarization. Discussion and Implications: Overall, these findings suggest that VR can be an effective format for social engagement among older adults.

25 April 2022 in Journal of Building Engineering
Verified
Journal Article
Closed access
JCJesus Gabriel Cruz-Garza
Jesus Gabriel Cruz-Garza
MDMichael Darfler
Michael Darfler
JRJames D. Rounds
James D. Rounds
EGElita Gao
Elita Gao
SKSaleh Kalantari
Saleh Kalantari