Chen Li

Orcid: 0000-0002-3782-0737

Affiliations:
  • Hong Kong Polytechnic University
  • City University of Hong Kong, Centre for Innovative Applications of Internet and Multimedia Technologies, Hong Kong (former)


According to our database1, Chen Li authored at least 29 papers between 2013 and 2024.

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Bibliography

2024
Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies.
IEEE Trans. Learn. Technol., 2024

2023
Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses.
IEEE Trans. Learn. Technol., December, 2023

Remote arts therapy in collaborative virtual environment: A pilot case study.
Frontiers Virtual Real., March, 2023

Remote art therapy in collaborative virtual environment: a pilot study on feasibility and usability.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

From Classroom to Metaverse: A Study on Gamified Constructivist Teaching in Higher Education.
Proceedings of the Advances in Web-Based Learning - ICWL 2023, 2023

Gradual Study Advising with Course Knowledge Graphs.
Proceedings of the Advances in Web-Based Learning - ICWL 2023, 2023

2022
Use Virtual Reality to Enhance Intercultural Sensitivity: A Randomised Parallel Longitudinal Study.
IEEE Trans. Vis. Comput. Graph., 2022

The Immediate and Retained Effects of One-time Virtual Reality Exposure on Intercultural Sensitivity.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Towards a Metaverse of Knowledge - A Constructivist Proposition on Immersive Learning and Visual Literacy.
Proceedings of the Learning Technologies and Systems, 2022

Intelligent Instructional Design via Interactive Knowledge Graph Editing.
Proceedings of the Learning Technologies and Systems, 2022

Collaborative Virtual Environment for Distant and Blended Learning in the Higher Education Setting: A Systematic Review.
Proceedings of the Blended Learning: Engaging Students in the New Normal Era, 2022

KCUBE: A Knowledge Graph University Curriculum Framework for Student Advising and Career Planning.
Proceedings of the Blended Learning: Engaging Students in the New Normal Era, 2022

Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer Science.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

2021
Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences.
IEEE Trans. Vis. Comput. Graph., 2021

Introduce Floor Vibration to Virtual Reality.
Proceedings of the SUI '21: Symposium on Spatial User Interaction, 2021

2020
An empirical study on using virtual reality for enhancing the youth's intercultural sensitivity in Hong Kong.
J. Comput. Assist. Learn., 2020

Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

On the Use of Jumping Gestures for Immersive Teleportation in VR.
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020

2019
Design and Evaluate Immersive Learning Experience for Massive Open Online Courses (MOOCs).
IEEE Trans. Learn. Technol., 2019

Learning engagement via promoting situational interest in a blended learning environment.
J. Comput. High. Educ., 2019

LEMON: a method to construct the local strains at horizontal gene transfer sites in gut metagenomics.
BMC Bioinform., 2019

A Design Framework of Virtual Reality Enabled Experiential Learning for Children with Autism Spectrum Disorder.
Proceedings of the Blended Learning: Educational Innovation for Personalized Learning, 2019

2018
Enhance emotional and social adaptation skills for children with autism spectrum disorder: A virtual reality enabled approach.
Comput. Educ., 2018

Cultivating Situational Interest in Blended Learning Environment.
Proceedings of the Blended Learning. Enhancing Learning Success, 2018

2016
Delivering Immersive Learning Experience for Massive Open Online Courses (MOOCs).
Proceedings of the Advances in Web-Based Learning - ICWL 2016, 2016

Virtual Reality Enabled Training for Social Adaptation in Inclusive Education Settings for School-Aged Children with Autism Spectrum Disorder (ASD).
Proceedings of the Blended Learning: Aligning Theory with Practices, 2016

2015
Virtual Reality-Based Learning Environments: Recent Developments and Ongoing Challenges.
Proceedings of the Hybrid Learning: Innovation in Educational Practices, 2015

2013
Interactive Sensory Program for Affective Learning (InSPAL): An Innovative Learning Program Combining Interactive Media and Virtual Reality for Severely Intellectually Disabled Students.
Proceedings of the Hybrid Learning and Continuing Education - 6th International Conference, 2013

AIMtechKinect: A Kinect Based Interaction-Oriented Gesture Recognition System Designed for Students with Severe Intellectual Disabilities.
Proceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics, 2013


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