Ali Arya

Orcid: 0000-0002-2550-1296

According to our database1, Ali Arya authored at least 68 papers between 2001 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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On csauthors.net:

Bibliography

2023
Technology Solutions to Reduce Anxiety and Increase Cognitive Availability in Students.
IEEE Trans. Learn. Technol., April, 2023

Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data.
Comput. Educ. X Real., January, 2023

Anyone Can Code: Algorithmic Thinking.
CoRR, 2023

Inclusion in Virtual Reality Technology: A Scoping Review.
CoRR, 2023

A VR-based Priming Framework and Technology Implementation to Improve Learning Mindsets and Academic Performance in Post-Secondary Students.
CoRR, 2023

Indigenous Technology Empowerment Model: A Community-based Design Framework.
Proceedings of the IEEE International Conference on Engineering, Technology and Innovation, 2023

2022
Information and Communication Technology in Migration: A Framework for Applications, Customization, and Research.
CoRR, 2022

VR-Based Context Priming to Increase Student Engagement and Academic Performance.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Comparing Student-Based Context Priming in Immersive and Desktop Virtual Reality Environments to Increase Academic Performance.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Holistic Multimodal Interaction and Design.
Proceedings of the HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction, 2022

Improving Accessibility of Elevation Control in an Immersive Virtual Environment.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2022

2021
Virtual reality and augmented reality in social learning spaces: a literature review.
Virtual Real., 2021

Simulation and Assessment of Safety Procedure in an Immersive Virtual Reality (IVR) Laboratory.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

VR-based Student Priming to Reduce Anxiety and Increase Cognitive Bandwidth.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Personalizing Gameful Elements in Social Exergames: An Exploratory Study.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2021

2020
Physical Activity Recommendation for Exergame Player Modeling using Machine Learning Approach.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Jamming across borders: An exploratory study.
Proceedings of the International Conference on Game Jams, 2020

Enhancing Social Ties Through Manual Player Matchmaking in Online Multiplayer Games.
Proceedings of the HCI International 2020 - Late Breaking Papers: Cognition, Learning and Games, 2020

Improving the Visual Perception and Spatial Awareness of Downhill Winter Athletes with Augmented Reality.
Proceedings of the HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality, 2020

Player Matching for Social Exergame Retention: A Group Personality Composition Approach.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Assessing the Effectiveness of Virtual Reality Gaming to Reduce Anxiety and Increase Cognitive Bandwidth.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Motivational strategies and approaches for single and multi-player exergames: a social perspective.
PeerJ Comput. Sci., 2019

Towards a Framework on Accessible and Social VR in Education.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

GGJ-Next: The Global Game Jam for Youth.
Proceedings of the International Conference on Game Jams, 2019

Learning with Trees: - A Non-linear E-Textbook Format for Deep Learning.
Proceedings of the Learning and Collaboration Technologies. Designing Learning Experiences, 2019

Circles: exploring multi-platform accessible, socially scalable VR in the classroom.
Proceedings of the Decision and Game Theory for Security - 10th International Conference, 2019

Assessing the Value of 3D Software Experience with Camera Layout in Virtual Reality.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
User Trust Graph: A Model to Measure Trustworthiness.
Proceedings of the Third International Workshop on Personalization in Persuasive Technology co-located with the 13th International Conference on Persuasive Technology, 2018

Skill Assessment in Virtual Learning Environments.
Proceedings of the IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications, 2018

Keeping Players Engaged in Exergames: A Personality Matchmaking Approach.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Affective Walkthroughs and Heuristics: Evaluating Minecraft Hour of Code.
Proceedings of the Learning and Collaboration Technologies. Technology in Education, 2017

Keeping Users Engaged through Feature Updates: A Long-Term Study of Using Wearable-Based Exergames.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Expert-Driven Perceptual Features for Modeling Style and Affect in Human Motion.
IEEE Trans. Hum. Mach. Syst., 2016

Gesture based human motion and game principles to aid understanding of science and cultural practices.
Multim. Tools Appl., 2016

Perceptual validity in animation of human motion.
Comput. Animat. Virtual Worlds, 2016

A Distributed Framework for Location-oriented Motion-based Interactive Public Installations and Games.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices.
Proceedings of the Design, User Experience, and Usability: Novel User Experiences, 2016

Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough.
Proceedings of the HCI International 2016 - Posters' Extended Abstracts, 2016

MADE Ratio: Affective Multimodal Software for Mathematical Concepts.
Proceedings of the Learning and Collaboration Technologies, 2016

MEseum: Personalized Experience with Narrative Visualization for Museum Visitors.
Proceedings of the Human-Computer Interaction. Novel User Experiences, 2016

Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness System.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Correlation-optimized time warping for motion.
Vis. Comput., 2015

An Exploration of Shape in Crowd Computer Interactions.
Proceedings of the Human-Computer Interaction: Interaction Technologies, 2015

Trust-Based Individualization for Persuasive Presentation Builder.
Proceedings of the Human-Computer Interaction: Interaction Technologies, 2015

Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD).
Proceedings of the Learning and Collaboration Technologies, 2015

2014
Classification and translation of style and affect in human motion using RBF neural networks.
Neurocomputing, 2014

CINDR: A proposed framework for ethical systems in video games.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Personalized presentation builder.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
An International Study on Learning and Process Choices in the Global Game Jam.
Int. J. Game Based Learn., 2013

A Customizable Time Warping Method for Motion Alignment.
Proceedings of the 2013 IEEE Seventh International Conference on Semantic Computing, 2013

Design and Usability Analysis of Gesture-Based Control for Common Desktop Tasks.
Proceedings of the Human-Computer Interaction. Interaction Modalities and Techniques, 2013

2012
Empirical study of a vision-based depth-sensitive human-computer interaction system.
Proceedings of the Asia Pacific Conference on Computer Human Interaction, 2012

2011
Expressive Animated Character Sequences Using Knowledge-Based Painterly Rendering.
Int. J. Comput. Games Technol., 2011

Separation and extraction of energy variants from human motion using temporal minimization.
Proceedings of the 2011 IEEE International Conference on Virtual Environments, 2011

2010
Simulation of three dimensional elevator system using cell-DEVS formalism.
Proceedings of the 2010 Spring Simulation Multiconference, 2010

Modeling and Transformation of 3D Human Motion.
Proceedings of the GRAPP 2010, 2010

2009
Perceptually Valid Facial Expressions for Character-Based Applications.
Int. J. Comput. Games Technol., 2009

Intelligent toolkit for procedural animation of human behaviors.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

2007
Face Modeling and Animation Language for MPEG-4 XMT Framework.
IEEE Trans. Multim., 2007

Multispace Behavioral Model for Face-Based Affective Social Agents.
EURASIP J. Image Video Process., 2007

Perceptually valid facial expression blending using expression units.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

A framework for socially communicative faces for game and interactive learning applications.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

2006
Facial actions as visual cues for personality.
Comput. Animat. Virtual Worlds, 2006

Emotional remapping of music to facial animation.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006

2005
Content Description for Face Animation.
Proceedings of the Encyclopedia of Information Science and Technology (5 Volumes), 2005

2003
Personalized Face Animation in Showface System.
Int. J. Image Graph., 2003

2001
Talking face: using facial feature detection and image transformations for visual speech.
Proceedings of the 2001 International Conference on Image Processing, 2001


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