me

A lifelong learner!

I received my PhD from Carleton University under the supervision of Dr.Arya and Dr.Joslin. My research was focused on learning, interactions and accessibility of Virtual Reality in STEM education.

I work as a research assistant and course instructor at the School of Information Technology (Carleton University), Ottawa, Canada. I have been teaching courses provided under Interactive Multimedia and Design program. I taught undergraduate courses including Virtual/Augmented Reality development (ITECH-4016), Data structure (NET-3004), and Design Studio (IMD-2900).

I have been conducting reseach in the area of AR/VR (user experience and accessibility) for the past four years. I also teach computer programming (Python) and digital arts to young learners.

Education

I obtained my Master's degree in Digital Experience Innovation from the University of Waterloo, Canada in 2015.

As a PhD student, I worked on several multidisciplinary studies with the collaboration of colleagues from the University of Toronto that are published in the Journal of Chemical Education, Journal of Science Education and Technology, IEEE VR, and IEEE Artificial Intelligence/VR (AIVR). I received my post-graduate certificate in Design Management from George Brown College, Toronto, Canada in 2009.

Professional Activities

Before returning to school in 2017, I had my own digital media company in Canada. My company was extensively involved in digital media design and production for clients in Canada and USA. I have professional experience working for animation and game development companies as an educational game designer and UX researcher/designer.

I also served as an advisory board member for MDEI (Master's program), University of Waterloo (2016-2018)

Research Areas and Interests

VRlab

*3D animation

Visualizing molecular conformations and complex compound structures and chemical transformations in 3D is one of the most difficult tasks for undergraduate chemistry students. Many researchers and educators are working on enhancing student learning and improving the construction of knowledge by employing technologies that better illustrate complex theoretical concepts. We developed several 3D animations of fundamental chemical transformations aimed at organic chemistry courses for the second and third-year undergraduate levels.

*Screen-based Augmented Reality

AR and VR are interactive media that allow users to interact with virtual objects. In AR virtual objects are overlaid in the real world, and users maintain visuals of the real world and interact with both virtual and real elements. As a commonly accepted definition, Ron Azuma stated that Augmented Reality is a technology that has three key requirements: 1) It combines real and virtual content 2) It is interactive in real-time 3) It is registered in 3D. Augmented reality is seen as an effort by scientists and engineers to change how users interact with computers. [1]

Built on our experience with creating 3D animations for science education, we developed an augmented reality tool called ARchemy to improve students' understanding of the spatial arrangement of molecular structures and interactions, in an interactive 3D environment [2].

*Markerless Augmented Reality application

Built on our previous work, we introduced markerless AR implementation in undergraduate chemistry education to avoid the limitation of using a printed marker, we have successfully developed a simple and low-cost “markerless” AR app, which can be used for both Android and iOS devices [3].

*Virtual Reality

Science, Technology, Engineering, and Math (STEM) education has special requirements such as lab-based activities and abstract concepts that complicate setting up the environment and learning process. These complications are increased due to the pandemic and other remote access requirements. Virtual reality (VR) is a computer technology that fully immerses users in a computer-generated artificial world that can be as realistic as the real world (realistic level of details, texturing). VR has unique affordances that make it a promising solution but its use in this regard has not been properly investigated and there are many open research questions related to its effect on interaction, learning, and accessibility in STEM education. We completed a series of quantitative and qualitative studies to find out if the use of VR in science labs leads to an increased level of learning, efficiency, and accuracy of the tasks (measured by pre-post knowledge tests and the in-app data collection system) [4][5].

*Accessibility in VR

Despite the advances made in Virtual Reality (VR) technology, the design of VR experiences lacks sufficient focus on accessibility and inclusion as the primary requirements. These are especially important for STEM education, where engaging in experiential activities is essential. This study was conducted to investigate accessibility considerations in the design and development of Immersive VR (IVR) learning spaces for wheelchair users. The specific research question is: How can we make a VR system easier to interact with for wheelchair users needing vertical movement? [6].

*Other VR projects

I am currently collaborating with Carleton University’s Department of Cognitive Science on a VR project. The title of the study is "Does Virtual Reality Enhance the Memory Palace Experience to Improve Memory?" [7].

[1] G. Lee, A. Clark, and M. Billinghurst, “A Survey of Augmented Reality”. Foundations and Trends in Human-Computer Interaction, 2015. 8(2-3): p. 73-272.

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AR Kiosk, Augmented reality project for University of Waterloo, 2015-2017 (READ MORE>>)
imgStudents' work in VR course (ITEC-4016) (READ MORE>>)
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VR chemistry lab, developed for user testing, 2019-2020 (READ MORE>>)
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AR exhibit for science education, for University of Waterloo, 2016-2017 (READ MORE>>)
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Mobile app development, 2014-2015 (READ MORE>>)
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Web design, 2014-2015 (READ MORE>>)
VR safety procedure in science lab, 2019-2020
Educational video production, 2020-2021
AR project, 2017-2018

Publications

[2] M.Abdinejad, B.Talaie, H.S.Qorbani, S.Dalili, “Student Perceptions Using Augmented Reality and 3D Visualization Technologies in Chemistry Education”. Journal of Sci Educ Technol 30, 87-96 (2021). https://doi.org/10.1007/s10956-020-09880-2

[3] M.Abdinejad, C.Ferrag, H.S.Qorbani, and S.Dalili, “Developing a Simple and Cost-Effective Marker-less Augmented Reality Tool for Chemistry Education” Journal of Chemical Education 2021 98 (5), 1783-1788 DOI: 10.1021/acs.jchemed.1c00173

[4] H.S.Qorbani, A.Arya, N.Nowlan, and M.Abdinejad, "Simulation and Assessment of Safety Procedure in an Immersive Virtual Reality (IVR) Laboratory," 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2021, pp. 589-590, doi: 10.1109/VRW52623.2021.00177.

[5] H.S.Qorbani, A.Arya, N.Nowlan, and M.Abdinejad, "ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment," 2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), 2021, pp. 267-275, doi: 10.1109/AIVR52153.2021.00060.

[6] H.S.Qorbani, M.Abdinejad, A.Arya, C.Joslin. IEEE AIVR 2022, "Improving Accessibility of Elevation Control in an Immersive Virtual Environment", (approved to be published).

[7] L.Blais, H.S.Qorbani, J.Davis, "Does Virtual Reality Enhance the Memory Palace Experience to Improve Memory?"CELDA 2022 Cognition and Exploratory Learning in Digital Age conference,(approved to be published)

N.Nowlan, H.S.Qorbani, M.Abdinejad, A.Arya, "Higher-Order Thinking Skills Assessment in 3D Virtual Learning Environments using Motifs and Expert Data", (under review).

Designed/ Delivered courses

(See course outline for details)

  • AR/VR development
  • Data Structure (2021)
  • Design Studio