Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment. - David Panzoli; Adam Qureshi; Ian Dunwell; Panagiotis Petridis; Sara de Freitas; Genaro Rebolledo-Mendez (Intelligent Tutoring Systems (2), 2010)

A head movement propensity model for animating gaze shifts and blinks of virtual characters. - Christopher Peters 001; Adam Qureshi (Comput. Graph., 2010)

Building Social Commmunities around Alternate Reality Games. - Panagiotis Petridis; Ian Dunwell; Sylvester Arnab; Simon Scarle; Adam Qureshi; Sara de Freitas; Aristidis Protopsaltis; Kam Star (VS-GAMES, 2011)

Evaluating the perception of group emotion from full body movements in the context of virtual crowds. - Miguel Ramos Carretero; Adam Qureshi; Christopher Peters 001 (SAP, 2014)

How Does Varying Gaze Direction Affect Interaction between a Virtual Agent and Participant in an On-Line Communication Scenario? - Adam Qureshi; Christopher Peters 001; Ian Apperly (HCI (16), 2014)

Modelling Emotional Behaviour in Virtual Crowds through Expressive Body Movements and Emotion Contagion. - Miguel Ramos Carretero; Christopher Peters 001; Adam Qureshi (SIGRAD, 2014)

When facial expressions dominate emotion perception in groups of virtual characters. - Robin Palmberg; Christopher Peters 001; Adam Qureshi (VS-GAMES, 2017)

Do you see groups?: The impact of crowd density and viewpoint on the perception of groups. - Fangkai Yang; Jack Shabo; Adam Qureshi; Christopher Peters 001 (IVA, 2018)

The effect of flow and context on in-vivo positive mood in digital gaming. - Linda K. Kaye; Rebecca L. Monk; Helen J. Wall; Iain Hamlin; Adam Qureshi (Int. J. Hum. Comput. Stud., 2018)