Mahsa Nasri

ORCID: 0000-0003-3467-5279
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About
Contact & Profiles
Research Areas
  • Engineering Applied Research
  • Human-Automation Interaction and Safety
  • Virtual Reality Applications and Impacts
  • Autism Spectrum Disorder Research
  • Education and Learning Interventions
  • Child Development and Digital Technology
  • Assistive Technology in Communication and Mobility
  • Educational Games and Gamification

Universidad del Noreste
2023-2024

Northeastern University
2024

10.1109/ismar-adjunct64951.2024.00022 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2024-10-21

Apprenticeship and training programs in advanced manufacturing frequently encounter safety accessibility concerns due to using heavy machinery. Virtual Reality (VR) addresses such constraints while maintaining the spatial procedural learning requirements of training. However, designing effective VR is challenging because processes are complex require experts train novices for a long time. This paper presents Training (VRTA) tailored cold spray, which we carefully designed teach step-by-step...

10.48550/arxiv.2411.08859 preprint EN arXiv (Cornell University) 2024-11-13

Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience high cognitive load due to various factors, the use of VR hardware or tasks within environment. Studies have shown that eye-tracking potential detect load, but context and complex spatiotemporal (e.g., assembly disassembly), it remains relatively unexplored. Here, we present an ongoing study users' using eye-tracking-based machine learning approach. We developed...

10.48550/arxiv.2411.12771 preprint EN arXiv (Cornell University) 2024-11-18

Researchers and designers have considered how gamification can make education more effective. In this paper, the role of player-character relationships is considered. Designers use various factors to get users attached their character, including feeling responsibility. we investigate whether responsible for one's in-game character improved efficacy a gamified educational experience. An educational, story called Humanatees was designed incite protégé effect see if participants learned when...

10.1109/cog57401.2023.10333166 article EN 2021 IEEE Conference on Games (CoG) 2023-08-21
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