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Author

Ashish Amresh

Bio: Ashish Amresh is an academic researcher from Arizona State University. The author has contributed to research in topics: Game mechanics & mHealth. The author has an hindex of 8, co-authored 48 publications receiving 390 citations.

Papers
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Proceedings ArticleDOI
01 Oct 2013
TL;DR: Early results and observations of implementing a flipped classroom to teach an introductory programming course (CS1) to engineering, engineering technology, and software engineering undergraduates are discussed.
Abstract: An alternative to the traditional classroom structure that has seen increased use in higher education is the flipped classroom. Flipping the classroom switches when assignments (e.g. homework) and knowledge transfer (e.g. lecture) occur. Flipped classrooms are getting popular in secondary and post-secondary teaching institutions as evidenced by the marked increase in the study, use, and application of the flipped pedagogy as it applies to learning and retention. The majority of the courses that have undergone this change use applied learning strategies and include a significant “learning-by-doing” component. The research in this area is skewed towards such courses and in general there are many considerations that educators ought to account for if they were to move to this form of teaching. Introductory courses in computer programming can appear to have all the elements needed to move to a flipped environment; however, initial observations from our research identify possible pitfalls with the assumption. In this work in progress the authors discuss early results and observations of implementing a flipped classroom to teach an introductory programming course (CS1) to engineering, engineering technology, and software engineering undergraduates.

139 citations

Journal ArticleDOI
TL;DR: Evaluating the usability of a smartphone application corresponding to an indicated prevention and early intervention targeting youth anxiety showed that the app was highly and positively rated by both youth and providers, with some variations (lower ratings when errors occurred).

52 citations

Book ChapterDOI
01 Jan 2003
TL;DR: This paper introduces two methods of adaptive subdivision for triangular meshes that make use of the Loop scheme or theModified Butterfly scheme to get approximating or interpolating results respectively and compares their methods for various triangular meshes.
Abstract: Of late we have seen an increase in the use of subdivision techniques for both modeling and animation They have given rise to a new surface called the subdivision surface which has many advantages over traditional Non Uniform Rational B-spline (NURB) surfaces Subdivision surfaces easily address the issues related to multiresolution, refinement, scalability and representation of meshes Many schemes have been introduced that take a coarse mesh and refine it using subdivision They can be mainly classified as Approximating — in which the original coarse mesh is not preserved, or Interpolating — wherein the subdivision forces the refined mesh to pass through the original points of the coarse mesh The schemes used for triangular meshes are chiefly the Loop scheme, which is approximating in nature and the Modified Butterfly scheme which is interpolating Subdivision schemes are cost intensive at higher levels of subdivision In this paper we introduce two methods of adaptive subdivision for triangular meshes that make use of the Loop scheme or theModified Butterfly scheme to get approximating or interpolating results respectively The results are obtained at a lower cost when compared with those obtained by regular subdivision schemes The first method uses the angles between the normal of a face and the normals of its adjacent faces to develop an adaptive method of subdivision The other method relies on user input, ie the user specifies which parts of the mesh should be subdivided This process can be automated by segmentation techniques, eg watershed segmentation, to get the areas in the mesh that need to be subdivided We compare our methods for various triangular meshes and present our results

47 citations

Proceedings ArticleDOI
14 Oct 2015
TL;DR: The multidisciplinary design process inspired by user-centered leveraging key informant interviews was used to identify application features, including game based strategies and an animated motivational avatar, which suggest overall satisfaction, ease of use, and increased motivation.
Abstract: This paper presents the design of an mHealth application for prevention and early intervention of childhood anxiety. The application is based on REACH, a preventative-early intervention protocol for childhood anxiety. This paper describes the multidisciplinary design process, sharing lessons learned in developing an effective mHealth application. This mHealth application is unique due to participant age, preventive-early intervention focus, and utilization of mobile technology in a situated manner. A design process inspired by user-centered leveraging key informant interviews was used to identify application features, including game based strategies and an animated motivational avatar. Validation was performed through external review and a usability study performed with target end users of the application. Results suggest overall satisfaction, ease of use, and increased motivation.

30 citations

Proceedings ArticleDOI
29 Jun 2018
TL;DR: This work assesses and responds to the “flow-state” of players by tracking and classifying facial emotions in real-time using the Kinect camera, and defines three different approaches for stealth assessment and adaptation using performance and flow-state data.
Abstract: We present a novel approach to real-time adaptation in serious games for at-home motor learning. Our approach assesses and responds to the “flow-state” of players by tracking and classifying facial emotions in real-time using the Kinect camera. Three different approaches for stealth assessment and adaptation using performance and flow-state data are defined, along with a case-study evaluation of these approaches based on their effectiveness at maintaining positive affective interaction in a subject.

18 citations


Cited by
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01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations

Journal ArticleDOI
TL;DR: Most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards and it is therefore necessary to build e- health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.

532 citations

Journal ArticleDOI
TL;DR: The review revealed that research in engineering education focused on documenting the design and development process and sharing preliminary findings and student feedback, and indicated that flipped learning gained popularity amongst engineering educators after 2012.
Abstract: The purpose of this article is to describe the current state of knowledge and practice in the flipped learning approach in engineering education and to provide guidance for practitioners by critically appraising and summarizing existing research. This article is a qualitative synthesis of quantitative and qualitative research investigating the flipped learning approach in engineering education. Systematic review was adopted as the research methodology and article selection and screening process are described. Articles published between 2000 and May 2015 were reviewed, and 62 articles were included for a detailed analysis and synthesis. The results indicated that flipped learning gained popularity amongst engineering educators after 2012. The review revealed that research in engineering education focused on documenting the design and development process and sharing preliminary findings and student feedback. Future research examining different facets of a flipped learning implementation, framed around sound theoretical frameworks and evaluation methods, is still needed to establish the pedagogy of flipped learning in teaching engineering. [ABSTRACT FROM AUTHOR]

327 citations

Journal ArticleDOI
TL;DR: There is currently insufficient research evidence to support the effectiveness of apps for children, preadolescents, and adolescents with mental health problems, and methodologically robust research studies evaluating their safety, efficacy, and effectiveness are promptly needed.
Abstract: Background: There are an increasing number of mobile apps available for adolescents with mental health problems and an increasing interest in assimilating mobile health (mHealth) into mental health services Despite the growing number of apps available, the evidence base for their efficacy is unclear Objective: This review aimed to systematically appraise the available research evidence on the efficacy and acceptability of mobile apps for mental health in children and adolescents younger than 18 years Methods: The following were systematically searched for relevant publications between January 2008 and July 2016: APA PsychNet, ACM Digital Library, Cochrane Library, Community Care Inform-Children, EMBASE, Google Scholar, PubMed, Scopus, Social Policy and Practice, Web of Science, Journal of Medical Internet Research, Cyberpsychology, Behavior and Social Networking, and OpenGrey Abstracts were included if they described mental health apps (targeting depression, bipolar disorder, anxiety disorders, self-harm, suicide prevention, conduct disorder, eating disorders and body image issues, schizophrenia, psychosis, and insomnia) for mobile devices and for use by adolescents younger than 18 years Results: A total of 24 publications met the inclusion criteria These described 15 apps, two of which were available to download Two small randomized trials and one case study failed to demonstrate a significant effect of three apps on intended mental health outcomes Articles that analyzed the content of six apps for children and adolescents that were available to download established that none had undergone any research evaluation Feasibility outcomes suggest acceptability of apps was good and app usage was moderate Conclusions: Overall, there is currently insufficient research evidence to support the effectiveness of apps for children, preadolescents, and adolescents with mental health problems Given the number and pace at which mHealth apps are being released on app stores, methodologically robust research studies evaluating their safety, efficacy, and effectiveness is promptly needed [J Med Internet Res 2017;19(5):e176]

306 citations

17 Mar 2011
TL;DR: Reading user centered system design is a good habit; you can develop this habit to be such interesting way to be one of guidance of your life.
Abstract: Will reading habit influence your life? Many say yes. Reading user centered system design is a good habit; you can develop this habit to be such interesting way. Yeah, reading habit will not only make you have any favourite activity. It will be one of guidance of your life. When reading has become a habit, you will not make it as disturbing activities or as boring activity. You can gain many benefits and importances of reading.

239 citations