Dr Shiva Pedram

Lecturer

School of Information and Physical Sciences

Career Summary

Biography

An experienced UX Research Specialist and Service Designer, I specialize in the intersection of Human-Computer Interaction (HCI) and service design within emerging technologies. With 10+ years of dedicated work in industry & academic environments, I've honed my capabilities to intricately understand and innovate at the nexus of user needs and technological advancements. In pivotal roles, I have strategically led efforts to research, design, and refine services that significantly improve user interactions and satisfaction in multiple sectors - health, insurance, tourism, e-commerce, and digital government services.

Qualifications

  • Doctor of Philosophy, University of Wollongong
  • Master of Engineering Management, University of Wollongong

Keywords

  • Emerging Technology
  • Human Centred Computing
  • Human-Computer Interaction
  • User Experience

Languages

  • English (Fluent)

Fields of Research

Code Description Percentage
460102 Applications in health 20
460708 Virtual and mixed reality 30
460806 Human-computer interaction 30
460808 Mixed initiative and human-in-the-loop 20

Professional Experience

UON Appointment

Title Organisation / Department
Lecturer University of Newcastle
School of Information and Physical Sciences
Australia

Academic appointment

Dates Title Organisation / Department
8/1/2018 - 22/12/2023 Lecturer and Research Fellow University of Wollongong
SMART Infrastructure Facility
Australia
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Publications

For publications that are currently unpublished or in-press, details are shown in italics.


Journal article (8 outputs)

Year Citation Altmetrics Link
2024 Pedram S, Kennedy G, Sanzone S, 'Assessing the validity of VR as a training tool for medical students', Virtual Reality, 28 (2024) [C1]

The advances in Virtual Reality technologies, increased availability and reducing hardware costs have diminished many of the early challenges in the adoption of VR. However, a com... [more]

The advances in Virtual Reality technologies, increased availability and reducing hardware costs have diminished many of the early challenges in the adoption of VR. However, a commonly identified gap in immersive Virtual Reality-Head Mounded Display (VR-HMD) training for medical education is the confidence in the long-term validity of the applications, in particular, the acceleration of the learning curve efficacy of learning outcomes over time and actual skills translation into real environments. Research shows a wide range of ad hoc applications, with superficial evaluations often conducted by technology vendors, based on assumed environments and tasks, envisaged (as opposed to actual) users and effectiveness of learning outcomes underpinned with little or no research focusing on a requirements-driven validation approach. This presents decision-making challenges for those seeking to adopt, implement and embed such systems in teaching practice. The current paper aims to (i) determine whether medical VR training improves the skill acquisition of training candidates, (ii) determine the factors affecting the acquisition of skills and (iii) validate the VR-based training using requirement-driven approach. In this paper, we used within- and between-subject design approaches to assess the validity of VR-based surgical training platform developed by Vantari VR against requirements which have been identified to have impact on learning processes and outcomes in VR-based training. First, study and control groups were compared based on their level of skill acquisitions. Then, by tailoring a requirements framework, the system was validated against the appropriate requirements. In total, 74 out of 109 requirements were investigated and evaluated against survey, observer and stakeholder workshop data. The training scenario covered the topic of Arterial Blood Gas (ABG) collection for second-year university medical students. In total 44 students volunteered to participate in this study, having been randomly assigned to either the study or control group. Students exposed to VR training (the study group) outperformed the control group in practical clinical skills training tasks and also adhered to better safety and hygiene practices. The study group also had a greater procedural completion rate over the control group. Students showed increased self-efficacy and knowledge scores immediately post-VR training. Prior ABG training did not impact on VR training outcomes. Low levels of simulation sickness, physical strain and stress, coupled with high levels of enjoyability, engagement, presence and fidelity were identified as factors affecting the overall training experience. In terms of learning, high scores were recorded for active learning, cognitive benefit and reflective thinking. Lastly, by validating the system against 74 system requirements, the study found a user acceptance level of 75%. This enabled the identification of weaknesses of the current system and possible future directions.

DOI 10.1007/s10055-023-00912-x
2023 Kennedy GAL, Pedram S, Sanzone S, 'Improving safety outcomes through medical error reduction via virtual reality-based clinical skills training', Safety Science, 165 (2023) [C1]

The reduction of medical error in clinical procedures is a key factor in improving patient safety and health outcomes. This paper describes an empirical study that compared the hu... [more]

The reduction of medical error in clinical procedures is a key factor in improving patient safety and health outcomes. This paper describes an empirical study that compared the human error outcomes between two novice groups of medical students performing Arterial Blood Gas collection; both groups of students were given the same traditional training (bookwork, demonstration and simulated practical), however the study group was provided with an interactive Virtual Reality (VR) practical experience developed by Vantari VR prior to the simulated practical. The results of the study showed that students who had undertaken the VR clinical skills training recorded 40% less errors during a simulated practical than the control group. The contributions of this study are threefold: 1) that VR-based clinical skills training is viable and provides improved outcomes for learners, 2) improved insights into the nature of human error in VR training and 3) prospective and retrospective error analyses are both useful in the iterative design of VR procedural training.

DOI 10.1016/j.ssci.2023.106200
Citations Scopus - 4Web of Science - 2
2023 Pedram S, Kennedy G, Sanzone S, 'Toward the validation of VR-HMDs for medical education: a systematic literature review', Virtual Reality, 27 2255-2280 (2023) [C1]

The latest technological advancements in the domain of virtual reality (VR) have created new opportunities to use VR as a training platform for medical students and practitioners ... [more]

The latest technological advancements in the domain of virtual reality (VR) have created new opportunities to use VR as a training platform for medical students and practitioners more broadly. Despite the growing interest in the use of VR as a training tool, a commonly identified gap in VR-training for medical education is the confidence in the long-term validity of the applications. A systematic literature review was undertaken to explore the extent of VR (in particular head-mounted displays) applications for medical training with an additional focus on validation measures. The papers included in this review discussed empirical case studies of specific applications; however, these were mostly concerned with human¿computer interaction and were polarized between demonstrating that a conceptual technology solution was feasible for simulation or looked at specific areas of VR usability with little discussion on validation measures for long-term training effectiveness and outcomes. The review uncovered a wide range of ad hoc applications and studies in terms of technology vendors, environments, tasks, envisaged users and effectiveness of learning outcomes. This presents decision-making challenges for those seeking to adopt, implement and embed such systems in teaching practice. The authors of this paper then take a wider socio-technical systems perspective to understand how the holistic training system can be engineered and validated effectively as fit for purpose, through distillation of a generic set of requirements from the literature review to aid design specification and implementation, and to drive more informed and traceable validation of these types of systems. In this review, we have identified 92 requirement statements in 11 key areas against which a VR-HMD training system could be validated; these were grouped into design considerations, learning mechanisms and implementation considerations.

DOI 10.1007/s10055-023-00802-2
Citations Scopus - 4Web of Science - 1
2022 Pedram S, Palmisano S, Miellet S, Farrelly M, Perez P, 'Influence of age and industry experience on learning experiences and outcomes in virtual reality mines rescue training', Frontiers in Virtual Reality, 3 (2022) [C1]

This study examined the effects of age and industry expertise on trainees¿ state of mind before, learning experiences during, and outcomes following virtual reality (VR) mines res... [more]

This study examined the effects of age and industry expertise on trainees¿ state of mind before, learning experiences during, and outcomes following virtual reality (VR) mines rescue training. The trainees were 284 mine rescue brigadesmen attending group VR training sessions run by Coal Services NSW. They were aged between 24 and 64¿years and had up to 40¿years of mines rescue experience. Questionnaire data and learning outcome measures showed that these miners were able to effectively engage with, and learn from, this VR training regardless of their age or mining experience. While the older trainees initially reported higher levels of stress and had less gaming experience, their experiences during VR training were very similar (although reports that the VR technology sometimes did not meet the task requirements did increase with age). Crucially, the perceived learning outcomes of this VR training were unaffected by age or field experience.

DOI 10.3389/frvir.2022.941225
Citations Scopus - 4Web of Science - 1
2021 Pedram S, Ogie R, Palmisano S, Farrelly M, Perez P, 'Cost benefit analysis of virtual reality-based training for emergency rescue workers: a socio-technical systems approach', Virtual Reality, 25 1071-1086 (2021) [C1]

Virtual reality (VR) is widely recognised as a promising technology for training emergency first responders and other safety¿critical workers. It is uniquely able to immerse train... [more]

Virtual reality (VR) is widely recognised as a promising technology for training emergency first responders and other safety¿critical workers. It is uniquely able to immerse trainees in extreme situations that are too risky or dangerous to be examined in traditional real-world safety training. Most organisations seeking to implement VR safety training often limit their decisions to financial and technological factors. However, in this paper, we argue that a socio-technical systems approach is required to better appreciate the social costs and benefits of VR training, which are important for a successful implementation. The paper also reports our own research on a real-world implementation of VR safety training for the Mine Rescue Brigades in New South Wales, Australia. The training¿conducted in both fully immersive (360 VR) and non-immersive (Desktop VR) virtual reality¿involved a search and rescue operation which was necessitated by an underground fire at the bottom of the transport drift in a coal mine. Following this training, the 368 trainees not only completed a post-training questionnaire, but also were interviewed, to assess their training experiences in the VR environment. The findings provide a comprehensive account of the social costs and benefits of adopting VR as a safety training tool. Overall, the trainees perceived the benefits to far outweigh the costs, with an overall high inclination to recommend the VR training to other colleagues. Desktop VR was found to be as fit for delivering successful training as the more immersive 360 VR. However, this Desktop VR generated considerably less motion sickness in trainees. These findings should help organisations and training providers decide on: (1) whether or not to invest in VR safety training solutions; (2) which type technology/method of delivery to use.

DOI 10.1007/s10055-021-00514-5
Citations Scopus - 15Web of Science - 10
2021 Pedram S, Skarbez R, Palmisano S, Farrelly M, Perez P, 'Lessons Learned From Immersive and Desktop VR Training of Mines Rescuers', Frontiers in Virtual Reality, 2 (2021) [C1]

This paper discusses results from two successive rounds of virtual mines rescue training. The first round was conducted in a surround projection environment (360-VR), and the seco... [more]

This paper discusses results from two successive rounds of virtual mines rescue training. The first round was conducted in a surround projection environment (360-VR), and the second round was conducted in desktop virtual reality (Desktop-VR). In the 360-VR condition, trainees participated as groups, making collective decisions. In the Desktop-VR condition, trainees could control their avatars individually. Overall, 372 participants took part in this study, including 284 mines rescuers who took part in 360-VR, and 243 in Desktop-VR. (155 rescuers experienced both.) Each rescuer who trained in 360-VR completed a battery of pre- and post-training questionnaires. Those who attended the Desktop-VR session only completed the post-training questionnaire. We performed principal components analysis on the questionnaire data, followed by a multiple regression analysis, the results of which suggest that the chief factor contributing to positive learning outcome was Learning Context, which extracted information about the quality of the learning content, the trainers, and their feedback. Subjective feedback from the Desktop-VR participants indicated that they preferred Desktop-VR to 360-VR for this training activity, which highlights the importance of choosing an appropriate platform for training applications, and links back to the importance of Learning Context. Overall, we conclude the following: 1) it is possible to train effectively using a variety of technologies but technology that is well-suited to the training task is more useful than technology that is ¿more advanced,¿ and 2) factors that have always been important in training, such as the quality of human trainers, remain critical for virtual reality training.

DOI 10.3389/frvir.2021.627333
Citations Scopus - 7Web of Science - 4
2020 Pedram S, Palmisano S, Skarbez R, Perez P, Farrelly M, 'Investigating the process of mine rescuers' safety training with immersive virtual reality: A structural equation modelling approach', Computers and Education, 153 (2020)

Immersive virtual reality (VR) is a powerful tool for vocational training - especially for safety-critical vocations where real-world training is often too complicated, expensive,... [more]

Immersive virtual reality (VR) is a powerful tool for vocational training - especially for safety-critical vocations where real-world training is often too complicated, expensive, or risky. Despite its apparent utility in this context, there is not yet a coherent, systematic framework that captures the key features of user learning experiences in immersive virtual reality environments. With the use of Structural Equation Modelling (SEM), this article presents a comprehensive framework which brings different dimensions (assessment criteria) together. This framework is informed by the analysis of 45 VR training sessions conducted by Mines Rescue Pty Ltd and total of 284 mines rescue brigades partook in this study and received training on specific mines rescue operation. The result of this study shows that actual and perceived learning was enhanced by trainee engagement with the scenario, their perception of the fidelity of the scenario, their sense of co-presence with other trainees, the perceived usability of the system, an overall positive attitude towards the technology, and the involvement of skilled trainers. These results suggest that: 1) there are multiple paths by which immersive VR training can have a positive impact on learning, and 2) immersive VR training will not replace the requirement for skilled trainers, but rather it can serve as an effective vehicle to convey their expertise.

DOI 10.1016/j.compedu.2020.103891
Citations Scopus - 56Web of Science - 43
2020 Pedram S, Palmisano S, Perez P, Mursic R, Farrelly M, 'Examining the potential of virtual reality to deliver remote rehabilitation', Computers in Human Behavior, 105 (2020)

Remote workers are particularly prone to mental health problems (Bowers et al., 2018). Unfortunately, it is often difficult for them to access the quality psychological help that ... [more]

Remote workers are particularly prone to mental health problems (Bowers et al., 2018). Unfortunately, it is often difficult for them to access the quality psychological help that they need. As a result, psychological treatment is increasingly being delivered to remote workers via telehealth (videoconferencing and telephone calls). However, the perceived remoteness of the therapist during such treatments can greatly hinder progress. This project examined the potential of virtual reality (VR) to deliver psychotherapy to workers located in remote locations (since it can make people separated by great distances feel that they are ¿present¿ in the same virtual space). The study compared the experiences of 30 ¿clients¿ who participated in both VR and Skype-based mock counselling sessions (delivered by trained psychotherapists). Overall, VR was found to outperform Skype: 1) as a therapeutic tool, 2) in terms of the perceived realism of the session; and 3), in terms of the degree of presence it generated in the clients and the therapists. Clients did not report feeling sick or stressed when using VR and found it as easy to use as Skype. These study findings (based on formal questionnaire data) were also confirmed by interviews with both the therapists and clients.

DOI 10.1016/j.chb.2019.106223
Citations Scopus - 20Web of Science - 18
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Conference (7 outputs)

Year Citation Altmetrics Link
2020 Pedram S, Howard S, Kencevski K, Perez P, 'Investigating the relationship between students preferred learning style on their learning experience in virtual reality (VR) learning environment', Advances in Intelligent Systems and Computing (2020)

This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different preferred learning styles by measuring various dimension... [more]

This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different preferred learning styles by measuring various dimensions of technology mediated approach. The learning outcomes were measured through academic performance, and affectively through ¿learning experience¿ and ¿perceived learning¿. ¿Learning experience¿ in VR was measured through perceived realism, immersion, interaction, presence, engagement, enjoyment, ease of use, usefulness, technology functionality, task-technology fit and attitude towards using the technology. A pretest-posttest design was employed for this study. Students were categorized based on their preferred learning style and their responses were compared. Results presented here are based on data collected from 130 students (grade 5¿11) in NSW, Australia. As the result of our analysis indicates, regardless of students¿ preferred learning style, students similarly benefited from VR and their learning experience and learning outcome did not differ significantly.

DOI 10.1007/978-3-030-25629-6_43
2019 Pedram S, Perez P, Palmisano S, Farrelly M, 'The factors affecting the quality of learning process and outcome in virtual reality environment for safety training in the context of mining industry', Advances in Intelligent Systems and Computing (2019)

The ultimate aim of training is to improve task performance towards expert level. Novices and experts differ in their capability to understand and make sense of sensory informatio... [more]

The ultimate aim of training is to improve task performance towards expert level. Novices and experts differ in their capability to understand and make sense of sensory information (for example, perception on environmental hazard). Computer-aided training, from online course to immersive simulation such as Virtual Reality (VR) [1]. van Wyk and de Villiers [2] define VR-based training environments as ¿real-time computer simulations of the real world, in which visual realism, object behavior and user interaction are essential elements¿. The use of VR-based training environments assumes that Human-Machine interaction stimulates learning processes through better experiencing and improved memorization, leading to a more effective transfer of the learning outcomes into workplace environments. However, there are many human factors (internally and externally), which have impact on the quality of the training and learning process which need to be identified and investigated. The present study was conducted with Coal Services Pty Ltd, a pioneering training provider for the coal mining industry in NSW, Australia. The research focussed on 288 rescuers and the specific training programs developed for them. In this article, initially factors affecting the quality of the training and learning process for underground mine rescuers have been identified and then measured by using pre- and post-training questionnaires. We attempted to determine how much of the trainees¿ perceived learning could be explained by pre-training (9 in total) and post-training (16 in total) factors. The relatively small size of the sample (288 observations for 17 predictors) and the high level of correlation between variables led us to Principal Component Analysis (PCA). Principle Component Analysis (PCA) has been used to investigate the underlying relationship among different variables. This technique results in factor reduction based on hidden relationships. Based on the nature of the pre-training factors mostly contributing to each component we have used the first 3 Components to create 3 new aggregated variables: ¿Positive State of Mind¿ (Component 1), ¿Negative State of Mind¿ (Component 2) and ¿Technology Experience¿ (Component 3). Similarly, based on the nature of the post-training factors mostly contributing to each component we have used the first 3 Components to create 3 new aggregated variables: ¿Positive Learning Experience¿ (Component 1), ¿Negative Learning Experience¿ (Component 2) and ¿Learning Context¿ (Component 3).

DOI 10.1007/978-3-319-94223-0_38
Citations Scopus - 6
2018 Pedram S, Perez P, Palmisano S, Farrelly M, 'A qualitative evaluation of the role of virtual reality as a safety training tool for the mining industry', Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (2018)

Interactive virtual reality (VR) is the most recent technology used to train workers for extreme event scenarios. VR training occurs in a safe and controlled environment and has t... [more]

Interactive virtual reality (VR) is the most recent technology used to train workers for extreme event scenarios. VR training occurs in a safe and controlled environment and has the added benefit that it allows replicable testing of such scenarios. Like any other training method, VR based training must be evaluated. This study investigated the extent to which virtual training environment is able to address the training needs of the mining industry and overcome onsite (real world) training constraints. The present study was conducted with Coal Services Pty Ltd, a pioneering training provider for the coal mining industry in NSW, Australia. The research focused on specific training programs developed for the mine rescue brigades. These brigade teams are made up of highly specialized miner volunteers who provide the primary response to major incidents. The research framework examined the adequacy of training needs, technological capabilities and the implementation of interactive simulation. The research outcomes provide evidence-based information on the advantages and limitations of VR-based training for mining rescue brigades.

DOI 10.1007/978-3-319-78795-4_14
Citations Scopus - 1
2017 Pedram S, Perez P, Palmisano S, Farrelly M, 'The application of simulation (Virtual Reality) for safety training in the context of mining industry', Proceedings - 22nd International Congress on Modelling and Simulation, MODSIM 2017 (2017)

Virtual Reality (VR) technology has been used to train for various operations and dangerous circumstances where it is believed that training objectives cannot be achieved easily o... [more]

Virtual Reality (VR) technology has been used to train for various operations and dangerous circumstances where it is believed that training objectives cannot be achieved easily or the cost will prohibitive. Van Wyk and colleagues (2009) define VR-based training environments as ¿real-time computer simulations of the real world, in which visual realism, object behavior and user interaction are essential elements¿. The use of VR-based training environments assumes that Human-Machine interaction stimulates learning processes through better experiencing and improved memorization, leading to a more effective transfer of the learning outcomes into workplace environments. However, there are many human factors (internally and externally), which have impact on the quality of the training and learning process which need to be identified and investigated. In this article, initially factors affecting the quality of the training and learning process for underground mine rescuers have been identified and then measured by using pre- and post-training questionnaires. Then statistical analyses have been performed to investigate the relationship among trainees¿ perceived realism, usefulness and success. Also, trainers¿ perception on 360-VR usefulness and success has been measured and compared with trainees. As the result of analysis indicated, trainees typically found the training sessions useful and perceived them to be successful; many felt that it was not really consistent with their real life experience. It would appear that perceived usefulness plays important role in forming the perception of success with high correlation and that the level of realism is not necessarily a deciding factor. Also, there was no significant difference between perceived usefulness and success between trainees and trainers. This research was conducted in collaboration with Mines Rescue Pty Ltd (a training provider for the coal mining industry in NSW, Australia) and was focused on training programs developed for mine rescue brigades. Data was collected from 94 mine rescue brigades (trainees) who attended a 360-VR training session over a twelvemonth period and 25 trainers who run the training sessions.

Citations Scopus - 3
2017 Pedram S, Perez P, Palmisano S, Farrelly M, 'Evaluating 360-virtual reality for mining industry s safety training', Communications in Computer and Information Science (2017)

Virtual Reality (VR) is the most recent technology used to train workers for extreme event scenarios. VR training occurs in a safe and controlled environment which allows the repl... [more]

Virtual Reality (VR) is the most recent technology used to train workers for extreme event scenarios. VR training occurs in a safe and controlled environment which allows the replicable testing of scenarios. Like any other training method, VR based training must be evaluated. This paper reports the trainees¿ (mines rescue brigades men) state of mind prior attending 360-VR training and experiences of trainees in 360-VR training. Their perceptions of the realism, success and usefulness of this 360-VR training are discussed, and limitations and implications for future research are identified.

DOI 10.1007/978-3-319-58750-9_77
Citations Scopus - 12
2014 Pedram S, Perez P, Palmisano S, 'Evaluating the influence of virtual reality-based training on workers' competencies in the mining industry', 13th International Conference on Modeling and Applied Simulation, MAS 2014 (2014)

The Australian mining industry has achieved remarkable performance and safety results through continuous improvement of its training standards. Interactive virtual reality-based t... [more]

The Australian mining industry has achieved remarkable performance and safety results through continuous improvement of its training standards. Interactive virtual reality-based training is the most recent technology used to enhance workers' competencies in a safe and controlled environment that allows for replicable testing of extreme event scenarios. Like any other training method, VR-based training needs to be assessed in order to evaluate the advantages and limitations of this innovative technology, compared with more traditional approaches. Our research aims to design and implement an evaluation framework that can be used to assess VR-based training programs developed, amongst other training methods, by Coal Services Pty Ltd, a pioneering training provider for the coal mining industry in Australia. Our research focuses on specific training programs developed for mining rescue brigades. These teams are made up of highly specialized miner volunteers who are in charge of primary response in case of major incident. The evaluation framework aims at identifying adequacy between competency needs, technological capabilities and the implementation of interactive simulation. Research outcomes are meant to provide evidence-based information on the advantages and limitations of VR-based training for mining rescue brigades. The evaluation framework is flexible enough to be applied to other types of training for the mining industry or even to be adapted for use in other industries.

Citations Scopus - 4
2013 Pedram S, Perez P, Dowsett B, 'Impact of virtual training on safety and productivity in the mining industry', 20TH INTERNATIONAL CONGRESS ON MODELLING AND SIMULATION (MODSIM2013), AUSTRALIA, Adelaide (2013)
Citations Scopus - 4Web of Science - 1
Show 4 more conferences

Media (1 outputs)

Year Citation Altmetrics Link
2020 Pedram S, 'Virtual reality may be the next frontier in remote mental health care', (2020)
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Dr Shiva Pedram

Position

Lecturer
School of Information and Physical Sciences
College of Engineering, Science and Environment

Contact Details

Email shiva.pedram@newcastle.edu.au
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