Ali Arya
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View article: Reflective Interviews in Virtual Reality: From Intervention to <i>Intravention</i>
Reflective Interviews in Virtual Reality: From Intervention to <i>Intravention</i> Open
Researchers increasingly acknowledge the importance of material and spatial elements in knowledge generation. Interview research incorporating spatial and material elements is often limited to what is available near the interview location.…
View article: LEVERAGING IOT AND AI FOR SMART HEALTH MONITORING: A PATHWAY TO ENHANCING ADOLESCENT WELL-BEING IN EDUCATIONAL ENVIRONMENTS
LEVERAGING IOT AND AI FOR SMART HEALTH MONITORING: A PATHWAY TO ENHANCING ADOLESCENT WELL-BEING IN EDUCATIONAL ENVIRONMENTS Open
In the evolving landscape of digital healthcare, integrating Internet of Things (IoT) and Artificial Intelligence (AI) technologies has opened new possibilities for real-time health monitoring, particularly within adolescent populations in…
View article: Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education
Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education Open
Despite the recent advances in Virtual Reality technology and its use in education, the review of the literature shows several gaps in research on how immersive virtual environments impact the learning process. In particular, the lack of c…
View article: Anyone Can Code: Algorithmic Thinking
Anyone Can Code: Algorithmic Thinking Open
As the second book in the Anyone Can Code series, Algorithmic Thinking focuses on the logic behind computer programming and software design. With a data-centred approach, it starts with simple algorithms that work on simple data items and …
View article: Inclusion in Virtual Reality Technology: A Scoping Review
Inclusion in Virtual Reality Technology: A Scoping Review Open
Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use, des…
View article: A VR-based Priming Framework and Technology Implementation to Improve Learning Mindsets and Academic Performance in Post-Secondary Students
A VR-based Priming Framework and Technology Implementation to Improve Learning Mindsets and Academic Performance in Post-Secondary Students Open
Recent research indicates that most post-secondary students in North America "felt overwhelming anxiety" in the past few years, negatively affecting well-being and academic performance. Further research revealed that other emotions, biases…
View article: Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data
Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data Open
The research reported in this paper addresses the problem of assessing higher-order thinking skills, such as reflective and creative thinking, within the context of virtual learning environments. Assessment of these skills requires process…
View article: A MEMORY PALACE FOR BRAIN ANATOMY AND FUNCTION REPRESENTED IN VIRTUAL REALITY
A MEMORY PALACE FOR BRAIN ANATOMY AND FUNCTION REPRESENTED IN VIRTUAL REALITY Open
Memory palaces are effective tools for learning vast amounts of information in a canonical order using mnemonics. However, our review of the literature revealed a lack of implementation and user study of memory palace in Virtual Reality (V…
View article: Information and Communication Technology in Migration: A Framework for Applications, Customization, and Research
Information and Communication Technology in Migration: A Framework for Applications, Customization, and Research Open
This paper addresses the role of Information and Communication Technology (ICT) in migration governance, support, and experience with particular attention to emerging technologies such as artificial intelligence, social media, and virtual …
View article: The Design, Development and Validation of a Persuasive Content Generator
The Design, Development and Validation of a Persuasive Content Generator Open
This paper addresses the automatic generation of persuasive content to influence users' attitude and behaviour. Our research extends current approaches by leveraging individuals' social media profiles and activity to personalize the persua…
View article: Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study Open
Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well f…
View article: Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study (Preprint)
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study (Preprint) Open
BACKGROUND Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well …
View article: Peer Review #1 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.2)"
Peer Review #1 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.2)" Open
Background.Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology.This is primarily because exergames can make t…
View article: Peer Review #1 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.1)"
Peer Review #1 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.1)" Open
Background.Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology.This is primarily because exergames can make t…
View article: Peer Review #2 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.1)"
Peer Review #2 of "Motivational strategies and approaches for single and multi-player exergames: a social perspective (v0.1)" Open
Background.Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology.This is primarily because exergames can make t…
View article: Motivational strategies and approaches for single and multi-player exergames: a social perspective
Motivational strategies and approaches for single and multi-player exergames: a social perspective Open
Background Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology. This is primarily because exergames can make …
View article: User Study of Emotional Visualization Dashboard for Educational Software
User Study of Emotional Visualization Dashboard for Educational Software Open
This paper describes a user study on the MADE Dashboard, our proposed data visualization dashboard that supports educators to inspect and reflect on the emotional states of students using web learning applications. Our goal was to support …
View article: MADE Ratio: Affective Multimodal Software for Mathematical Concepts
MADE Ratio: Affective Multimodal Software for Mathematical Concepts Open
This paper addresses the use of multiple sensory modalities and affective strategies in learning mathematics. A case study is presented where these domains are used to design a mathematical ratio system. We adopted a multimodal approach us…