Luma Tabbaa

Luma Tabbaa


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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1 December 2020 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
LTLuma Tabbaa
Luma Tabbaa
CAChee Siang Ang
Chee Siang Ang
PSPanote Siriaraya
Panote Siriaraya
WSWan Jou She
Wan Jou She
HPHolly Prigerson
Holly Prigerson
Despite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholders’ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design.

19 April 2023
Verified
Conference Paper
Open access
Alexandra CovaciAlexandra Covaci
Alexandra Covaci
KAKhawla Alhasan
Khawla Alhasan
MLMayank Loonker
Mayank Loonker
BFBernardine Farrell
Bernardine Farrell
LTLuma Tabbaa
Luma Tabbaa
CAChee Siang Ang
Chee Siang Ang
Human behaviour and habits co-evolve with technology, and the metaverse is poised to become a key player in reshaping how we live our everyday life. Given the importance of food in our daily lives, we ask: how will our relationships with food be transformed by the metaverse, and what are the promises and pitfalls of this technology? To answer this, we propose a co-design study that reveals the important elements people value in their daily interactions with food. We then present a speculative catalogue of novel metaverse food experiences, and insights from discussing these ideas with food designers, anthropologists and metaverse experts. Our work aims to provide designers with inspirations for building a metaverse that: provides inclusive opportunities for the future of food; helps re-discover the forgotten or lost knowledge about food; facilitates the exploration, excitement and joy of eating; and reinvigorates the ways that food can soothe and heal.

31 October 2023 in Bioengineering
Verified
Journal Article
Open access
PDF file
CZChantal Zorzi
Chantal Zorzi
LTLuma Tabbaa
Luma Tabbaa
Alexandra CovaciAlexandra Covaci
Alexandra Covaci
KSKonstantinos Sirlantzis
Konstantinos Sirlantzis
GMGianluca Marcelli
Gianluca Marcelli
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident.


5 September 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Open access
HJHiba Jawharieh
Hiba Jawharieh
LTLuma Tabbaa
Luma Tabbaa
CAChee Siang Ang
Chee Siang Ang
ECEthan Cheung
Ethan Cheung
Alexandra CovaciAlexandra Covaci
Alexandra Covaci

21 June 2023 in IEEE Access
Verified
Journal Article
Open access
CZChantal Zorzi
Chantal Zorzi
LTLuma Tabbaa
Luma Tabbaa
Alexandra CovaciAlexandra Covaci
Alexandra Covaci
KSKonstantinos Sirlantzis
Konstantinos Sirlantzis
GMGianluca Marcelli
Gianluca Marcelli
Mastering wheelchair driving skills is essential for the safety of wheelchair users (WUs), yet the acquisition of these skills can be challenging, and training resources can be costly or not available. Technologies such as virtual reality (VR) have grown in popularity as they can provide a motivating training environment without the risks found in real-life training. However, these approaches often deploy navigation controllers which are different from the ones WUs utilise, and do not use a standardised approach in assessing the acquisition of skills. We propose a VR training system based on the wheelchair skills training program (WSTP) and utilizing a sensor device that can be retrofitted to any joystick and communicates wirelessly with a Head-Mounted Display. In this paper, we present a first-validation study with fourteen able-bodied participants, split between a VR test group and a non-VR control group. To determine the acquisition of skills, participants complete tasks in real-life before and after the VR training, where completion time and length of joystick movements are measured. We also assess our system using heart rate measurements, the WSTP questionnaire, the simulator sickness questionnaire and the igroup presence questionnaire. We found that the VR training facilitates the acquisition of skills for more challenging tasks; thus, our system has the potential of being used for training skills of powered wheelchair users, with the benefit of conducting the training in safely and in a low-cost setup.