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Saleh Kalantari

Publications and source records attributed to Saleh Kalantari.

17 recordsLinked to original sources

Personalizing Prostate Cancer Education for Patients Using an EHR-Integrated LLM Agent

Cancer patients often lack timely education and personalized support due to clinician workload. This quality improvement study develops and evaluates a Large Language Model (LLM) agent, MedEduChat, which is integrated with the clinic's electronic health records (EHR) and designed to enhance prostate cancer patient education. Fifteen non-metastatic prostate cancer patients and three clinicians recruited from the Mayo Clinic interacted with the agent between May 2024 and April 2025. Findings showed that MedEduChat has a high usability score (UMUX 83.7 out of 100) and improves patients' health confidence (Health Confidence Score rose from 9.9 to 13.9). Clinicians evaluated the patient-chat interaction history and rated MedEduChat as highly correct (2.9 out of 3), complete (2.7 out of 3), and safe (2.7 out of 3), with moderate personalization (2.3 out of 3). This study highlights the potential of LLM agents to improve patient engagement and health education.

cs.HC

EgoCogNav: Cognition-aware Human Egocentric Navigation

Modeling the cognitive and experiential factors of human navigation is central to deepening our understanding of human-environment interaction and to enabling safe social navigation and effective assistive wayfinding. Most existing methods focus on forecasting motions in fully observed scenes and often neglect human factors that capture how people feel and respond to space. To address this gap, we propose EgoCogNav, a multimodal egocentric navigation framework that jointly forecasts perceived path uncertainty, trajectories and head motion from egocentric video, gaze, and motion history. To facilitate research in the field, we introduce the Cognition-aware Egocentric Navigation (CEN) dataset consisting of 6 hours real-world egocentric recordings capturing diverse navigation behaviors in real-world scenarios. Experiments show that EgoCogNav learns the perceived uncertainty that strongly correlates with human-like behaviors such as scanning, hesitation, and backtracking while improving trajectory and head-motion forecasting on held-out navigation recordings.

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The Role of Computing Resources in Publishing Foundation Model Research

Cutting-edge research in Artificial Intelligence (AI) requires considerable resources, including Graphics Processing Units (GPUs), data, and human resources. In this paper, we evaluate of the relationship between these resources and the scientific advancement of foundation models (FM). We reviewed 6517 FM papers published between 2022 to 2024, and surveyed 229 first-authors to the impact of computing resources on scientific output. We find that increased computing is correlated with national funding allocations and citations, but our findings don't observe the strong correlations with research environment (academic or industrial), domain, or study methodology. We advise that individuals and institutions focus on creating shared and affordable computing opportunities to lower the entry barrier for under-resourced researchers. These steps can help expand participation in FM research, foster diversity of ideas and contributors, and sustain innovation and progress in AI. The data will be available at: https://mit-calc.csail.mit.edu/

cs.CY

Impact of Translation and Viewpoint Transition Methods in VR on Spatial Learning and Cybersickness

Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in discomfort, nausea, and reductions in task performance. Understanding the effectiveness of VLTs across various levels of interaction fidelity is crucial to enhance user experience and spatial awareness. The current study addressed a significant gap in VR design research and practice, as few previous efforts have been made to comprehensively evaluate the effectiveness of controller-based VLTs in virtual indoor environments. We conducted a user study in which participants navigated through two complex virtual environments, one focusing on exploratory tasks and the other on goal-oriented navigation. The findings offer insights into the trade-offs among spatial knowledge acquisition, wayfinding performance, cybersickness, and sense of presence, and have design implications for future VR interfaces.

cs.HC

Assessing the Feasibility, and Efficacy of Virtual Reality Navigational Training for Older Adults

Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups: active VR training, passive video training, and no training, assigned randomly. The training featured 5 tasks in a digital version of a real building. Post-training assessments had 10 tasks in this building, half familiar from training and half new. The study was double-blinded, with each intervention lasting 10 minutes. Participants. A convenience sample of 49 participants; inclusion criteria: age >58, unfamiliar with the building; exclusion criteria: mobility or vision impairments, history of motion sickness, or medical implants. Outcomes. Time spent and Distance traveled on each wayfinding task with a fixed 10-min limit. Results. Participants in VR group reported moderate usability (63.82, SD=14.55) with respect to the training intervention and high Self Location (3.71, SD=0.94). There were no differences in task performance among the groups in the similar tasks. In the new tasks, compared to the control condition, Time spent on tasks was marginally significantly reduced in the VR group; Distance traveled to finish tasks was also reduced in the VR group, and marginally significantly reduced in the Video training group. No differences were found between VR and Video conditions. No adverse effects were reported during or post intervention. Conclusions. This study provides preliminary evidence that VR training can effectively improve wayfinding performance in older adults with no reported adverse effect.

cs.HC

NavMarkAR: A Landmark-based Augmented Reality (AR) Wayfinding System for Enhancing Spatial Learning of Older Adults

Wayfinding in complex indoor environments is often challenging for older adults due to declines in navigational and spatial-cognition abilities. This paper introduces NavMarkAR, an augmented reality navigation system designed for smart-glasses to provide landmark-based guidance, aiming to enhance older adults' spatial navigation skills. This work addresses a significant gap in design research, with limited prior studies evaluating cognitive impacts of AR navigation systems. An initial usability test involved 6 participants, leading to prototype refinements, followed by a comprehensive study with 32 participants in a university setting. Results indicate improved wayfinding efficiency and cognitive map accuracy when using NavMarkAR. Future research will explore long-term cognitive skill retention with such navigational aids.

cs.HC

Use of Augmented Reality in Human Wayfinding: A Systematic Review

Augmented reality technology has emerged as a promising solution to assist with wayfinding difficulties, bridging the gap between obtaining navigational assistance and maintaining an awareness of one's real-world surroundings. This article presents a systematic review of research literature related to AR navigation technologies. An in-depth analysis of 65 salient studies was conducted, addressing four main research topics: 1) current state-of-the-art of AR navigational assistance technologies, 2) user experiences with these technologies, 3) the effect of AR on human wayfinding performance, and 4) impacts of AR on human navigational cognition. Notably, studies demonstrate that AR can decrease cognitive load and improve cognitive map development, in contrast to traditional guidance modalities. However, findings regarding wayfinding performance and user experience were mixed. Some studies suggest little impact of AR on improving outdoor navigational performance, and certain information modalities may be distracting and ineffective. This article discusses these nuances in detail, supporting the conclusion that AR holds great potential in enhancing wayfinding by providing enriched navigational cues, interactive experiences, and improved situational awareness.

cs.HC

Comparing Spatial Navigation and Human Environment Interaction in Virtual Reality vs. Identical Real Environments across the Adult Lifespan

Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of data-collection, some researchers have expressed concerns about the ecological validity of VR-based findings. In the current study we replicated a real-world, multi-level educational facility in VR, and compared data collected in the VR and real-world environments as participants (n=36) completed identical wayfinding tasks. We found significant differences in all of the measures used, including distance covered, number of mistakes made, time for task completion, spatial memory, extent of backtracking, observation of directional signs, perceived uncertainty levels, perceived cognitive workload, and perceived task difficulty. We also analyzed potential age-related effects to look for heightened VR/real response discrepancies among older adult participants (>55 years) compared to younger adults. This analysis yielded no significant effects of age. Finally, we examined the spatial distribution of self-reported wayfinding uncertainty across the building floorplan, finding that areas in which uncertainty was most pronounced were similar between the real-world and VR settings. Thus, participants appeared to be responding to the same environmental features in the real and VR conditions, but the extent of these responses was significantly different. Overall, the findings suggest that when VR is used to contrast varying environmental design conditions the resulting data should be interpreted cautiously and should not be generalized into real-world conclusions without further validation.

cs.HC

Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers

Intuition, metacognition, and subjective uncertainty interact in complex ways to shape the creative design process. Design intuition, a designer's innate ability to generate creative ideas and solutions based on implicit knowledge and experience, is often evaluated and refined through metacognitive monitoring. This self-awareness and management of cognitive processes can be triggered by subjective uncertainty, reflecting the designer's self-assessed confidence in their decisions. Despite their significance, few creativity support tools have targeted the enhancement of these intertwined components using biofeedback, particularly the affect associated with these processes. In this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify metacognitive monitoring in architectural design. Multi-Self evaluates designers' affect (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants assessed its feasibility. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped modulate subjective uncertainty.

cs.HC

Assessing the Effects of Illuminance and Correlated Color Temperature on Emotional Responses and Lighting Preferences Using Virtual Reality

This paper presents a novel approach to assessing human lighting adjustment behavior and preference in diverse lighting conditions through the evaluation of emotional feedback and behavioral data using VR. Participants (n= 27) were exposed to different lighting (n=17) conditions with different levels of illuminance and correlated color temperature (CCT) with a randomized order in a virtual office environment. Results from this study significantly advanced our understanding of preferred lighting conditions in virtual reality environments, influenced by a variety of factors such as illuminance, color temperature, order of presentation, and participant demographics. Through a comprehensive analysis of user adjustment profiles, we obtained insightful data that can guide the optimization of lighting design across various settings.

cs.HC

Visual Flow-based Programming Plugin for Brain Computer Interface in Computer-Aided Design

Over the last half century, the main application of Brain Computer Interfaces, BCIs has been controlling wheelchairs and neural prostheses or generating text or commands for people with restricted mobility. There has been very limited attention in the field to applications for computer aided design, despite the potential of BCIs to provide a new form of environmental interaction. In this paper we introduce the development and application of Neuron, a novel BCI tool that enables designers with little experience in neuroscience or computer programming to gain access to neurological data, along with established metrics relevant to design, create BCI interaction prototypes, both with digital onscreen objects and physical devices, and evaluate designs based on neurological information and record measurements for further analysis. After discussing the BCI tool development, the article presents its capabilities through two case studies, along with a brief evaluation of the tool performance and a discussion of implications, limitations, and future improvement.

cs.HC

Real-time Continuous Uncertainty Annotation (RCUA) for Spatial Navigation Studies

This study introduces two methods for continuously measuring uncertainty during human navigation in complex buildings: one using a joystick (RCUA), and the other with annotations on videos of recent navigation activity (CUA). To evaluate the usability, reliability, and validity of both approaches, we conducted a study with 54 participants. We assessed the measures' reactivity during different sign-seeing events. We also evaluated the convergent validity of both measures by comparing their outcomes with a self-report questionnaire, and assessed their discriminative and predictive validity by comparing uncertain values between known groups and correlating those values with wayfinding performance. Our findings suggest that both approaches were valid at the task level, but RCUA was better at capturing fine-grained dynamics of human experience. These continuous uncertainty measures can provide valuable insights into the fleeting nature of human experience and help identify "problem spots" for wayfinding in complex buildings.

cs.HC

MindSculpt: Using a Brain-Computer Interface to Enable Designers to Create Diverse Geometries by Thinking

MindSculpt enables users to generate a wide range of hybrid geometries in Grasshopper in real time simply by thinking about those geometries. This design tool combines a brain-computer interface (BCI) with the parametric design platform Grasshopper, creating an intuitive design workflow that shortens the latency between ideation and implementation compared to traditional computer-aided design tools based on mouse-and-keyboard paradigms. The project arises from transdisciplinary research between neuroscience and architecture, with the goal of building a cyber-human collaborative tool that is capable of leveraging the complex and fluid nature of thinking in the design process. MindSculpt applies a supervised machine-learning approach, based on the support vector machine model (SVM), to identify patterns of brain waves that occur in EEG data when participants mentally rotate four different solid geometries. The researchers tested MindSculpt with participants who had no prior experience in design and found that the tool was enjoyable to use and could contribute to design ideation and artistic endeavors.

cs.HC

Using Immersive Virtual Reality to Enhance Social Interaction among Older Adults: A Multi-site Study

Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the feasibility and acceptability of a novel social virtual reality (VR) program that paired older adults from different geographic locations (New York City, Tallahassee, and Ithaca, N.Y) who engaged in virtual travel and productive engagement activities together. The sample included 36 individuals aged 60 and older, 25 percent of whom had cognitive impairment (CI). Older adults with and without CI reported high levels of engagement in the VR environment and perceived the social VR program to be enjoyable and usable. Perceived Spatial Presence was a central driver of the positive outcomes. Most also indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement in the program, such as the use of more realistic and responsive avatars, controllers with larger controls, and more time for training. Overall, these findings suggest that VR social applications may foster social engagement among older adults.

cs.HC

Designing Virtual Environments for Social Engagement in Older Adults

Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most relevant to older adults experiences. The current study was conducted to qualitatively analyze the behavior of older adults in a collaborative VR environment and evaluate aspects of design that affected their engagement outcomes. We paired 36 participants over the age of 60, from three diverse geographic locations, and asked them to interact in collaborative VR modules. Video-based observation methods and thematic analyses were used to study the resulting interactions. The results indicated a strong link between perceived spatial presence in the VR and social engagement, while also highlighting the importance of individual personality and compatibility. The study provides new insights into design guidelines that could improve social VR programs for older adults.

cs.HC

Using a Nature-based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults: A Mixed-method Feasibility Study

Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360 degree nature videos and a digitally designed interactive garden for this purpose. Fifty participants (age 60 plus), with varied cognitive and physical abilities, were recruited. Data were collected through pre/post-intervention surveys, standardized observations during the interventions, and post-intervention semi structured interviews. The results indicated significant improvements in attitudes toward VR and in some aspects of mood and engagement. The responses to the environment did not significantly differ among participants with different cognitive abilities; however, those with physical disabilities expressed stronger positive reactions on some metrics compared to participants without disabilities. Almost no negative impacts (cybersickness, task frustration) were found. In the interviews some participants expressed resistance to the technology, in particular the digital garden, indicating that it felt cartoonish or unappealing and that it could not substitute for real nature. However, the majority felt that the VR experiences could be a beneficial activity in situations when real-world contact with nature was not immediately feasible.

cs.HC

EEG-based Investigation of the Impact of Classroom Design on Cognitive Performance of Students

This study investigated the neural dynamics associated with short-term exposure to different virtual classroom designs with different window placement and room dimension. Participants engaged in five brief cognitive tasks in each design condition including the Stroop Test, the Digit Span Test, the Benton Test, a Visual Memory Test, and an Arithmetic Test. Performance on the cognitive tests and Electroencephalogram (EEG) data were analyzed by contrasting various classroom design conditions. The cognitive-test-performance results showed no significant differences related to the architectural design features studied. We computed frequency band-power and connectivity EEG features to identify neural patterns associated to environmental conditions. A leave one out machine learning classification scheme was implemented to assess the robustness of the EEG features, with the classification accuracy evaluation of the trained model repeatedly performed against an unseen participant's data. The classification results located consistent differences in the EEG features across participants in the different classroom design conditions, with a predictive power that was significantly higher compared to a baseline classification learning outcome using scrambled data. These findings were most robust during the Visual Memory Test, and were not found during the Stroop Test and the Arithmetic Test. The most discriminative EEG features were observed in bilateral occipital, parietal, and frontal regions in the theta and alpha frequency bands. While the implications of these findings for student learning are yet to be determined, this study provides rigorous evidence that brain activity features during cognitive tasks are affected by the design elements of window placement and room dimensions.

cs.HC