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Research Publications

Suren's areas of Specialization in research:

  • Education Technology

  • ICT

  • VR/AR in Education

  • 3D Lighting & Rendering and Game Development

  • User Interface Design

  • Learning Theories

Connect in research...

 ORCiD : https://orcid.org/0000-0002-4070-8594

 Scopus : https://www.scopus.com/authid/detail.uri?authorId=57210448136

 Google Scholar : https://scholar.google.com/citations?hl=en&authuser=1&user=aKvJl6UAAAAJ

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Professional Memberships:

  • International Association of Outsourcing Professionals (IAOP)

Membership ID: IAOP-97520

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  • International Association of Engineers (IAENG)

Membership ID: 280509

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Funded Projects (2 ongoing)

RMIT 2025 Vietnam Research Grants

Project Title: Vietnam’s Path to Cultural Sustainability: Digital Spirituality, Environmental Entanglements, and Wellbeing in the Anthropocene

Research Team: Kok Yoong Lim, Agnieszka Kiejziwicz and Surendheran Kaliyaperumal

Granted amount: $7590.00 USD

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Project Synopsis:

This research explores the use scenarios of digital media for spiritual practices in digital environment. The aim is to investigate how digital spirituality contributes to new models of spiritual engagement in the digital environment, 
and the subsequent wellbeing arise out of such practices. The hypothesis is that digital spirituality, as facilitated by dynamic and interconnected digital environments, offers new pathways for fostering resilience, ecological consciousness, and mental wellbeing in a time of environmental crisis. Applying the notion of Digital Throwness as its analytical prism, this research explores two distinct dimensions of thrownness in the context of digital spirituality: “Being Self” and “Being-in-and-with-the-world.” To examine these dimensions, the study involves review of key literature on the intersection of spirituality, digital media, and ecological consciousness, contextualizing how digital media has reshaped spiritual engagement in contemporary society. Case studies will be used to provide insights into the creative use of digital media by Vietnamese illustrating how they navigate spiritual practices in the digital age and address contemporary challenges. The research highlights the deeper layers of human condition in the increasingly digitized Vietnam. The analysis not only redefines personal and communal spiritual experiences but also offer insights into the broader implications of digital media on human existential concerns. 

RMIT Melbourne - 2025 CEIQ Educational Innovation Grant

Project Title: Regenerating Play: Emerging Careers through Immersive 3D Technologies

Research Team: Agnieszka Kiejziwicz, Renusha Athugala and Surendheran Kaliyaperumal

Granted amount: $5000.00 USD

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Project Synopsis:

Current educational approaches in game design lack effective integration of emerging immersive technologies and direct industry hands-on future-oriented collaboration, limiting students' readiness for international job markets. This project addresses this gap by embedding interdisciplinary, interactive learning experiences co-designed with industry, equipping students with unique skillsets critical for future careers. 

The proposed project introduces advanced interactive technologies to the classroom—including 3D modeling, holographic displays, Oculus VR systems, and Leap Motion gesture-control interfaces—to create an innovative pilot learning module and applicable L&T framework. As a WIL course, it will also expand existing industry partnerships and add to RMIT's visibility in Vietnam through the external showcase dissemination. This project is part of the broader idea “Regenerating play”, focused on expanding the understanding of the gaming culture in Vietnam and engaging students in practical, industry and research-oriented activities. The project is based on the pilot design of the Games Specialization 3: Game Archives course (Game Design program, first taught in semester 3, 2024). The initial run of the course introduced students to 3D modeling and holographic display and was concluded with an internal showcase without the involvement of industry partners. In this project, we aim to expand the pilot idea further. 

A few of notable publications

  • Kaliyaperumal, Surendheran, Hurst, William, Sagayam, K Martin. (2025). Exploring the Serial Position Effect Theory in a Virtual Reality User Interface Design. PRESENCE: Virtual and Augmented Reality, 34, 177–188. MIT Press.

  • Yuan, Mengze, Kaliyaperumal, Surendheran. (2025). Visual Representation of Traditional Chinese Auspicious Beasts in Commercial Advertising Art. Journal of Literature and Arts Research, 2(1), 80–87.

  • Yuan, Mengze, Kaliyaperumal, Surendheran. (2025). The Application of Traditional Chinese Auspicious Animal Patterns in Commercial Poster Illustration. Design Insights, 2(1), 8–15. Scientific Open Access Publishing.

  • Bo, Jiao, Kaliyaperumal, Surendheran. (2024). Exploration of Virtual Simulation Technology in Art and Design Education. Art and Performance Letters, 5(1), 91–98. Clausius Scientific Press.

  • Yuan, Mengze, Kaliyaperumal, Surendheran. (2024). Research on the Application of the Fu Lu Shou Auspicious Patterns in Gift Packaging Design. Research and Commentary on Humanities and Arts, 2(6).

  • Saravanan, S, Surendheran, K, Krishnakumar, K. (2023). Data analytics on medical images with deep learning approach. Biomedical Signal and Image Processing with Artificial Intelligence, 153–166. Springer.

  • Siva Rama Krishnan, S, Surendheran, Kaliyaperumal, Vivek, Velayutham, Iyapparaja, M, Sankaran, S. (2023). E-Waste Is Becoming a Predominant Pollutant in Future India—An IoT Based Proposal to Monitor and Report the Air Quality Index. Proceedings of Fourth International Conference on Communication, Computing and Electronics Systems: ICCCES 2022, 111–123. Springer.

  • Krishnan, S Siva Rama, Surendheran, Kaliyaperumal, Vivek, Velayutham, Iyapparaja, M, Sankaran, S. (2023). Proposal to Monitor and Report the Air Quality Index. Proceedings of Fourth International Conference on Communication, Computing and Electronics Systems: ICCCES 2022, 977, 111. Springer Nature.

  • Kaliyaperumal, S., “Enhanced E-Learning Experience Using Simulation Technologies – An Experimental Evaluation of Intelligent Simulation Systems in a Virtual Classroom” – Submitted in Dec 2021 to AIP Publishing – Process ID - MS ID: AIPCP22-AR-ICRAINS2021-00001 (Publication in progress.. )

  • Kaliyaperumal, S., Abd Wahab, M. H., Sagayam, K. M., Ambar, R., & Mhd Poad, H. (2021). Impact of pairing an augmented reality demonstration with online video lectures… Does it improve students' performance? Asian Journal of University Education, 16(4), 91. https://doi.org/10.24191/ajue.v16i4.11949  

  • Kaliyaperumal, S., & Vijayakumar, M. (2021). Learners' feedback on the effectiveness of replacing an instructional MOOC video with augmented reality in a practice-based course. Journal of Information Technology Management, 12, 1–10. https://doi.org/10.22059/jitm.2020.79186

  • Kaliyaperumal, S., & Vijayakumar, M. (2020). A model to increase instructor's responsiveness in a mooc course by automating replies to the learners' queries. International Journal of Advanced Science and Technology.

  • Kaliyaperumal, S., Vijayakumar, M., & S., S. R. K. (2020). Are Panoramic Education Lectures a Distraction? In S. K. Nagarajan & M. R. (Eds.), Innovations and Technologies for Soft Skill Development and Learning (pp. 185–198). IGI Global. https://doi.org/10.4018/978-1-7998-3464-9.ch021  

  • Kaliyaperumal, S., Vijayakumar, M., & Siva Rama Krishnan, S. (2019). Framework for personalizing mooc courses based on learners' stress levels towards increased course completion rates. International Journal of Innovative Technology and Exploring Engineering, 8(9), 2721–2724. https://doi.org/10.35940/ijitee.i8994.078919  

  • Arockiyasamy, G., Surendheran, K., & Bullard, S. K. (2016). The influence of playing video games on academic performance among graduates of Karunya University. TAF Journal of Advances in Humanities and Social Sciences, 2(3), 119–132.

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