Kiran Ijaz

Dr. Kiran Ijaz

Macquarie University, Sydney, New South Wales, Australia
orcid

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

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

Representative Publications

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11 February 2020 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
KIKiran Ijaz
Kiran Ijaz
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
YWYifan Wang
Yifan Wang
RCRafael A. Calvo
Rafael A. Calvo
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users’ motivation to engage and enjoy immersive VR exercise platforms is thus important to designers. We designed a VR exercise platform and conducted an experiment with two conditions, one with a static user interface (UI) and the other with an open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported in an open world compared to static UI. Enjoyment in both static UI and open world conditions was positively correlated wih user’s psychological needs and experience; autonomy and immersion. Participants’ future play intention was also predicted by autonomy and immersion, but only within the open world condition. Our findings also suggest players can be classified into entertainment-focused and exercise-focused with different expectations and therefore different engagement behaviors with each VR exercise environment. The study highlights the value of informing VR design with measures of psychological need satisfaction.

26 August 2020 in Journal of the American Medical Informatics Association
Verified
Journal Article
Open access
PDF file
AKA. Baki Kocaballi
A. Baki Kocaballi
KIKiran Ijaz
Kiran Ijaz
LLLiliana Laranjo
Liliana Laranjo
JQJuan Quiroz
Juan Quiroz
DRDana Rezazadegan
Dana Rezazadegan
ECEnrico Coiera
Enrico Coiera
Objective: The study sought to understand the potential roles of a future artificial intelligence (AI) documentation assistant in primary care consultations and to identify implications for doctors, patients, healthcare system, and technology design from the perspective of general practitioners. Materials and Methods: Co-design workshops with general practitioners were conducted. The workshops focused on (1) understanding the current consultation context and identifying existing problems, (2) ideating future solutions to these problems, and (3) discussing future roles for AI in primary care. The workshop activities included affinity diagramming, brainwriting, and video prototyping methods. The workshops were audio-recorded and transcribed verbatim. Inductive thematic analysis of the transcripts of conversations was performed. Results: Two researchers facilitated 3 co-design workshops with 16 general practitioners. Three main themes emerged: professional autonomy, human-AI collaboration, and new models of care. Major implications identified within these themes included (1) concerns with medico-legal aspects arising from constant recording and accessibility of full consultation records, (2) future consultations taking place out of the exam rooms in a distributed system involving empowered patients, (3) human conversation and empathy remaining the core tasks of doctors in any future AI-enabled consultations, and (4) questioning the current focus of AI initiatives on improved efficiency as opposed to patient care. Conclusions: AI documentation assistants will likely to be integral to the future primary care consultations. However, these technologies will still need to be supervised by a human until strong evidence for reliable autonomous performance is available. Therefore, different human-AI collaboration models will need to be designed and evaluated to ensure patient safety, quality of care, doctor safety, and doctor autonomy.

22 December 2020 in Journal of Medical Internet Research
Verified
Journal Article
Open access
LELouise A Ellis
Louise A Ellis
MLMatthew D Lee
Matthew D Lee
KIKiran Ijaz
Kiran Ijaz
JSJames Smith
James Smith
JBJeffrey Braithwaite
Jeffrey Braithwaite
KYKathleen Yin
Kathleen Yin
Background: Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. Objective: The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. Methods: A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results: We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions: AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.

16 June 2016 in Interactive Learning Environments
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Journal Article
Closed access
KIKiran Ijaz
Kiran Ijaz
ABAnton Bogdanovych
Anton Bogdanovych
TTTomas Trescak
Tomas Trescak
In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of Uruk and populated this city with AI-controlled 3D avatars, which re-enact everyday life of ancient Sumerians in the period around 3000 B.C. Our hypothesis is that by immersing students into this environment and allowing them to learn by browsing through it and interacting with its virtual citizens can be more engaging and motivating than simply reading the corresponding history text or watching an educational video. To confirm this assumption, we have designed a study with three groups of students. One group was given a historical text about Uruk and everyday life of its citizens (created by our subject matter experts), the second group was shown a documentary video on Uruk and the third group was immersed into virtual Uruk and engaged into interactions with its virtual inhabitants. The outcomes of the study suggest that not only did people in the third group provide much more positive qualitative feedback about the learning experience, but they also showed a better comprehension of the study material by performing (on average) 20% better than the first two groups on the mini-exam that was conducted as a part of this study.

Verified
Journal Article
Open access
PDF file
KIKiran Ijaz
Kiran Ijaz
TTTram Thi Minh Tran
Tram Thi Minh Tran
AKA. Baki Kocaballi
A. Baki Kocaballi
RCRafael A. Calvo
Rafael A. Calvo
Berkovsky ShlomoBerkovsky Shlomo
Berkovsky Shlomo
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between our findings and future directions to design effective, safe, and engaging iVR applications for older adults.

3 September 2019 in JMIR Mental Health
Verified
Journal Article
Open access
KIKiran Ijaz
Kiran Ijaz
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
SNSharon L Naismith
Sharon L Naismith
RCRafael A Calvo
Rafael A Calvo
Background: Traditional methods for assessing memory are expensive and have high administrative costs. Memory assessment is important for establishing cognitive impairment in cases such as detecting dementia in older adults. Virtual reality (VR) technology can assist in establishing better quality outcome in such crucial screening by supporting the well-being of individuals and offering them an engaging, cognitively challenging task that is not stressful. However, unmet user needs can compromise the validity of the outcome. Therefore, screening technology for older adults must address their specific design and usability requirements. Objective: This study aimed to design and evaluate the feasibility of an immersive VR platform to assess spatial navigation memory in older adults and establish its compatibility by comparing the outcome to a standard screening platform on a personal computer (PC). Methods: VR-CogAssess is a platform integrating an Oculus Rift head-mounted display and immersive photorealistic imagery. In a pilot study with healthy older adults (N=42; mean age 73.22 years, SD 9.26), a landmark recall test was conducted, and assessment on the VR-CogAssess was compared against a standard PC (SPC) setup. Results: Results showed that participants in VR were significantly more engaged (P=.003), achieved higher landmark recall scores (P=.004), made less navigational mistakes (P=.04), and reported a higher level of presence (P=.002) than those in SPC setup. In addition, participants in VR indicated no significantly higher stress than SPC setup (P=.87). Conclusions: The study findings suggest immersive VR is feasible and compatible with SPC counterpart for spatial navigation memory assessment. The study provides a set of design guidelines for creating similar platforms in the future.