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Pinar Kullu

Publications and source records attributed to Pinar Kullu.

7 recordsLinked to original sources

The Effectiveness of Virtual Patient Simulation Versus Peer Simulation in Providing Sexual Counseling During Pregnancy: A Randomized Controlled Trial

Although sexual health counseling is one of the important responsibilities of healthcare professionals, effective educational methods are needed to develop students' counseling skills in this field. The aim of this study was to compare the effectiveness of virtual patient simulation and peer simulation methods in developing sexual counseling skills during pregnancy among nursing faculty students. This randomized controlled trial included 51 participants assigned to one of three groups: virtual patient simulation, peer simulation in a virtual environment, or face-to-face peer simulation. In the study, all groups received face-to-face theoretical instruction on sexual counseling during pregnancy. Following the theoretical training, students participated in virtual patient simulation, peer simulation in a virtual environment, or face-to-face peer simulation practices according to the groups to which they were assigned by randomization. Outcome measures included the Sexual Attitudes and Beliefs Scale, the Student Satisfaction and Self-Confidence in Learning Scale, and the Sexual Counseling Skills Evaluation Form. It was determined that the participants' SABS scores decreased significantly after the intervention. According to the results of the mixed repeated-measures ANOVA, the effect of time was statistically significant. However, the group effect and the group x time interaction were not significant. There was no difference between the groups in terms of Satisfaction in learning, Self-confidence in learning, and Skill scores. This study showed that different simulation methods used in sexual counseling education during pregnancy were effective in reducing students' negative attitudes and beliefs and provided similar educational outcomes. Therefore, virtual patient and peer simulations may be recommended as feasible approaches for improving sexual counseling skills.

cs.HC

MMASD+: A Novel Dataset for Privacy-Preserving Behavior Analysis of Children with Autism Spectrum Disorder

Autism spectrum disorder (ASD) is characterized by significant challenges in social interaction and comprehending communication signals. Recently, therapeutic interventions for ASD have increasingly utilized Deep learning powered-computer vision techniques to monitor individual progress over time. These models are trained on private, non-public datasets from the autism community, creating challenges in comparing results across different models due to privacy-preserving data-sharing issues. This work introduces MMASD+, an enhanced version of the novel open-source dataset called Multimodal ASD (MMASD). MMASD+ consists of diverse data modalities, including 3D-Skeleton, 3D Body Mesh, and Optical Flow data. It integrates the capabilities of Yolov8 and Deep SORT algorithms to distinguish between the therapist and children, addressing a significant barrier in the original dataset. Additionally, a Multimodal Transformer framework is proposed to predict 11 action types and the presence of ASD. This framework achieves an accuracy of 95.03% for predicting action types and 96.42% for predicting ASD presence, demonstrating over a 10% improvement compared to models trained on single data modalities. These findings highlight the advantages of integrating multiple data modalities within the Multimodal Transformer framework.

cs.CV

A Machine Learning Approach for Predicting Upper Limb Motion Intentions with Multimodal Data in Virtual Reality

Over the last decade, there has been significant progress in the field of interactive virtual rehabilitation. Physical therapy (PT) stands as a highly effective approach for enhancing physical impairments. However, patient motivation and progress tracking in rehabilitation outcomes remain a challenge. This work addresses the gap through a machine learning-based approach to objectively measure outcomes of the upper limb virtual therapy system in a user study with non-clinical participants. In this study, we use virtual reality to perform several tracing tasks while collecting motion and movement data using a KinArm robot and a custom-made wearable sleeve sensor. We introduce a two-step machine learning architecture to predict the motion intention of participants. The first step predicts reaching task segments to which the participant-marked points belonged using gaze, while the second step employs a Long Short-Term Memory (LSTM) model to predict directional movements based on resistance change values from the wearable sensor and the KinArm. We specifically propose to transpose our raw resistance data to the time-domain which significantly improves the accuracy of the models by 34.6%. To evaluate the effectiveness of our model, we compared different classification techniques with various data configurations. The results show that our proposed computational method is exceptional at predicting participant's actions with accuracy values of 96.72% for diamond reaching task, and 97.44% for circle reaching task, which demonstrates the great promise of using multimodal data, including eye-tracking and resistance change, to objectively measure the performance and intention in virtual rehabilitation settings.

cs.HC

Functional Near-Infrared Spectroscopy (fNIRS) Analysis of Interaction Techniques in Touchscreen-Based Educational Gaming

Educational games enhance learning experiences by integrating touchscreens, making interactions more engaging and intuitive for learners. However, the cognitive impacts of educational gameplay input modalities, such as the hand and stylus technique, are unclear. We compared the experience of using hands vs. a stylus for touchscreens while playing an educational game by analyzing oxygenated hemoglobin collected by functional Near-Infrared Spectroscopy and self-reported measures. In addition, we measured the hand vs. the stylus modalities of the task and calculated the relative neural efficiency and relative neural involvement using the mental demand and the quiz score. Our findings show that the hand condition had a significantly lower neural involvement, yet higher neural efficiency than the stylus condition. This result suggests the requirement of less cognitive effort while using the hand. Additionally, the self-reported measures show significant differences, and the results suggest that hand-based input is more intuitive, less cognitively demanding, and less frustrating. Conversely, the use of a stylus required higher cognitive effort due to the cognitive balance of controlling the pen and answering questions. These findings highlight the importance of designing educational games that allow learners to engage with the system while minimizing cognitive effort.

cs.HC

Cognitive Engagement for STEM+C Education: Investigating Serious Game Impact on Graph Structure Learning with fNIRS

For serious games on education, understanding the effectiveness of different learning methods in influencing cognitive processes remains a significant challenge. This study investigates the impact of serious games on graph structure learning. For this, we compared our in-house game-based learning (GBL) and video-based learning (VBL) methodologies by evaluating their effectiveness on cognitive processes by oxygenated hemoglobin levels using functional near-infrared spectroscopy (fNIRS). We conducted a 2 x 1 between subjects preliminary study with twelve participants, involving two conditions: game and video. Both groups received equivalent content related to the basic structure of a graph, with comparable session lengths. The game group interacted with a quiz-based game, while the video group watched a pre-recorded video. The fNIRS was employed to capture cerebral signals from the prefrontal cortex, and participants completed pre- and post- questionnaires capturing user experience and knowledge gain. In our study, we noted that the mean levels of oxygenated hemoglobin were higher in the GBL group, suggesting the potential enhanced cognitive involvement. Our results show that the lateral prefrontal cortex (LPFC) has greater hemodynamic activity during the learning period. Moreover, knowledge gain analysis showed an increase in mean score in the GBL group compared to the VBL group. Although we did not observe statistically significant changes due to participant variability and sample size, this preliminary work contributes to understanding how GBL and VBL impact cognitive processes, providing insights for enhanced instructional design and educational game development. Additionally, it emphasizes the necessity for further investigation into the impact of GBL on cognitive engagement and learning outcomes.

cs.HC

Towards Anatomy Education with Generative AI-based Virtual Assistants in Immersive Virtual Reality Environments

Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of traditional training approaches in facilitating interactive engagement among students. However, research on embodied virtual assistants that leverage generative artificial intelligence (AI) and verbal communication in the anatomy education context is underrepresented. In this work, we introduce a VR environment with a generative AI-embodied virtual assistant to support participants in responding to varying cognitive complexity anatomy questions and enable verbal communication. We assessed the technical efficacy and usability of the proposed environment in a pilot user study with 16 participants. We conducted a within-subject design for virtual assistant configuration (avatar- and screen-based), with two levels of cognitive complexity (knowledge- and analysis-based). The results reveal a significant difference in the scores obtained from knowledge- and analysis-based questions in relation to avatar configuration. Moreover, results provide insights into usability, cognitive task load, and the sense of presence in the proposed virtual assistant configurations. Our environment and results of the pilot study offer potential benefits and future research directions beyond medical education, using generative AI and embodied virtual agents as customized virtual conversational assistants.

cs.HC

MMASD: A Multimodal Dataset for Autism Intervention Analysis

Autism spectrum disorder (ASD) is a developmental disorder characterized by significant social communication impairments and difficulties perceiving and presenting communication cues. Machine learning techniques have been broadly adopted to facilitate autism studies and assessments. However, computational models are primarily concentrated on specific analysis and validated on private datasets in the autism community, which limits comparisons across models due to privacy-preserving data sharing complications. This work presents a novel privacy-preserving open-source dataset, MMASD as a MultiModal ASD benchmark dataset, collected from play therapy interventions of children with Autism. MMASD includes data from 32 children with ASD, and 1,315 data samples segmented from over 100 hours of intervention recordings. To promote public access, each data sample consists of four privacy-preserving modalities of data; some of which are derived from original videos: (1) optical flow, (2) 2D skeleton, (3) 3D skeleton, and (4) clinician ASD evaluation scores of children, e.g., ADOS scores. MMASD aims to assist researchers and therapists in understanding children's cognitive status, monitoring their progress during therapy, and customizing the treatment plan accordingly. It also has inspiration for downstream tasks such as action quality assessment and interpersonal synchrony estimation. MMASD dataset can be easily accessed at https://github.com/Li-Jicheng/MMASD-A-Multimodal-Dataset-for-Autism-Intervention-Analysis.

cs.CV