Omar Mubin

Dr. Omar Mubin

Western Sydney University, Australia

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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19 February 2009 in International Journal of Social Robotics
Verified
Journal Article
Closed access
PDF file
CBChristoph Bartneck
Christoph Bartneck
TKTakayuki Kanda
Takayuki Kanda
Omar MubinOmar Mubin
Omar Mubin
Abdullah Al MahmudAbdullah Al Mahmud
Abdullah Al Mahmud

8 September 2019 in JMIR Rehabilitation and Assistive Technologies
Verified
Journal Article
Open access
Omar MubinOmar Mubin
Omar Mubin
FAFady Alnajjar
Fady Alnajjar
NJNalini Jishtu
Nalini Jishtu
Belal AlsinglawiBelal Alsinglawi
Belal Alsinglawi
Abdullah Al MahmudAbdullah Al Mahmud
Abdullah Al Mahmud
Background: Robot-assisted therapy has become a promising technology in the field of rehabilitation for poststroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for most stroke survivors. With current advancements in technology there has been the introduction of virtual reality (VR), augmented reality (AR), customizable games, or a combination thereof, that aid robotic therapy in retaining, or increasing the interests of, patients so they keep performing their exercises. However, there are gaps in the evidence regarding the transition from clinical rehabilitation to home-based therapy which calls for an updated synthesis of the literature that showcases this trend. The present review proposes a categorization of these studies according to technologies used, and details research in both upper limb and lower limb applications. Objective: The goal of this work was to review the practices and technologies implemented in the rehabilitation of poststroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies (VR, AR, or gamification) in improving activity and participation in poststroke survivors. Methods: A systematic search of the literature on exoskeleton robotics applied with any of the three technologies of interest (VR, AR, or gamification) was performed in the following databases: MEDLINE, EMBASE, Science Direct & The Cochrane Library. Exoskeleton-based studies that did not include any VR, AR or gamification elements were excluded, but publications from the years 2010 to 2017 were included. Results in the form of improvements in the patients’ condition were also recorded and taken into consideration in determining the effectiveness of any of the therapies on the patients. Results: Thirty studies were identified based on the inclusion criteria, and this included randomized controlled trials as well as exploratory research pieces. There were a total of about 385 participants across the various studies. The use of technologies such as VR-, AR-, or gamification-based exoskeletons could fill the transition from the clinic to a home-based setting. Our analysis showed that there were general improvements in the motor function of patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps with understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation. Conclusions: Future studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the individual therapies.

Verified
Journal Article
Open access
PDF file
MAMuneeb Ahmad
Muneeb Ahmad
Omar MubinOmar Mubin
Omar Mubin
JOJoanne Orlando
Joanne Orlando
As the field of social robotics is growing, a consensus has been made on the design and implementation of robotic systems that are capable of adapting based on the user actions. These actions may be based on their emotions, personality or memory of past interactions. Therefore, we believe it is significant to report a review of the past research on the use of adaptive robots that have been utilised in various social environments. In this paper, we present a systematic review on the reported adaptive interactions across a number of domain areas during Human-Robot Interaction and also give future directions that can guide the design of future adaptive social robots. We conjecture that this will help towards achieving long-term applicability of robots in various social domains.

8 June 2020 in Disability and Rehabilitation: Assistive Technology
Verified
Journal Article
Closed access
Omar MubinOmar Mubin
Omar Mubin
FAFady Alnajjar
Fady Alnajjar
Abdullah Al MahmudAbdullah Al Mahmud
Abdullah Al Mahmud
NJNalini Jishtu
Nalini Jishtu
Belal AlsinglawiBelal Alsinglawi
Belal Alsinglawi
Aims and Objectives: Stroke is the main cause of long-term disability and happens mostly in the older population. Stroke affected patients experience either of the cognitive, visual or motor losses and recovery requires time and patience as they have to do physical exercises every day and at times repetitively. There are various types of stroke rehabilitation exercises focussing on technological solutions that include therapies performed using games. Motion-based games are popular in encouraging participants to perform repetitive tasks without being getting bored. Therefore, in this study, we have explored studies that included the use of games for stroke rehabilitation to understand the design principles and characteristics of the games used for these purposes. Method: A number of medical respositories were searched for relevant articles in a window of 2008-2018. 18 studies were chosen for the scoping review depending on the inclusion criteria, and design principles used in these studies are analysed and evaluated. Results and Conclusion: We present main findings from our review concerning the attributes of existing games for stroke rehabilitation such as meaningful play, handling of failures, emphasising challenge, and the value of feedback. We conclude with a list of design recommendations that future serious game developers can consider while designing interfaces for stroke patients.

9 February 2021 in Journal of Medical Internet Research
Verified
Journal Article
Open access
MEMahmoud Elkhodr
Mahmoud Elkhodr
Omar MubinOmar Mubin
Omar Mubin
ZIZainab Iftikhar
Zainab Iftikhar
MMMaleeha Masood
Maleeha Masood
Belal AlsinglawiBelal Alsinglawi
Belal Alsinglawi
FAFady Alnajjar
Fady Alnajjar
Background: Many countries across the globe have released their own COVID-19 contact tracing apps. This has resulted in the proliferation of several apps that used a variety of technologies. With the absence of a standardized approach used by the authorities, policy makers, and developers, many of these apps were unique. Therefore, they varied by function and the underlying technology used for contact tracing and infection reporting. Objective: The goal of this study was to analyze most of the COVID-19 contact tracing apps in use today. Beyond investigating the privacy features, design, and implications of these apps, this research examined the underlying technologies used in contact tracing apps. It also attempted to provide some insights into their level of penetration and to gauge their public reception. This research also investigated the data collection, reporting, retention, and destruction procedures used by each of the apps under review. Methods: This research study evaluated 13 apps corresponding to 10 countries based on the underlying technology used. The inclusion criteria ensured that most COVID-19-declared epicenters (ie, countries) were included in the sample, such as Italy. The evaluated apps also included countries that did relatively well in controlling the outbreak of COVID-19, such as Singapore. Informational and unofficial contact tracing apps were excluded from this study. A total of 30,000 reviews corresponding to the 13 apps were scraped from app store webpages and analyzed. Results: This study identified seven distinct technologies used by COVID-19 tracing apps and 13 distinct apps. The United States was reported to have released the most contact tracing apps, followed by Italy. Bluetooth was the most frequently used underlying technology, employed by seven apps, whereas three apps used GPS. The Norwegian, Singaporean, Georgian, and New Zealand apps were among those that collected the most personal information from users, whereas some apps, such as the Swiss app and the Italian (Immuni) app, did not collect any user information. The observed minimum amount of time implemented for most of the apps with regard to data destruction was 14 days, while the Georgian app retained records for 3 years. No significant battery drainage issue was reported for most of the apps. Interestingly, only about 2% of the reviewers expressed concerns about their privacy across all apps. The number and frequency of technical issues reported on the Apple App Store were significantly more than those reported on Google Play; the highest was with the New Zealand app, with 27% of the reviewers reporting technical difficulties (ie, 10% out of 27% scraped reviews reported that the app did not work). The Norwegian, Swiss, and US (PathCheck) apps had the least reported technical issues, sitting at just below 10%. In terms of usability, many apps, such as those from Singapore, Australia, and Switzerland, did not provide the users with an option to sign out from their apps. Conclusions: This article highlighted the fact that COVID-19 contact tracing apps are still facing many obstacles toward their widespread and public acceptance. The main challenges are related to the technical, usability, and privacy issues or to the requirements reported by some users.

10 March 2007
Verified
Conference Paper
Open access
PDF file
CBChristoph Bartneck
Christoph Bartneck
MVMarcel Verbunt
Marcel Verbunt
Omar MubinOmar Mubin
Omar Mubin
Abdullah Al MahmudAbdullah Al Mahmud
Abdullah Al Mahmud
Robots are being introduced in our society but their social status is still unclear. A critical issue is if the robot's exhibition of intelligent life-like behavior leads to the users' perception of animacy. The ultimate test for the life-likeness of a robot is to kill it. We therefore conducted an experiment in which the robot's intelligence and the participants' gender were the independent variables and the users' destructive behavior of the robot the dependent variables. Several practical and methodological problems compromised the acquired data, but we can conclude that the robot's intelligence had a significant influence on the users' destructive behavior. We discuss the encountered problems and the possible application of this animacy measuring method