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Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
The growing adoption of interactive learning tools in higher education offers new opportunities to enhance student performance and well-being. This study compares the effects of traditional and interactive learning methods on academic…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
Obtaining knowledge and skill achievement through peer learning can lead to higher academic achievement. However, peer learning implementation is not just about putting students together and hoping for the best. At its worst-designed, peer…
Due to the convenience of mobile devices, the online games have become an important part for user entertainments in reality, creating a demand for friend recommendation in online games. However, none of existing approaches can effectively…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich…
The interdisciplinary research domain of Artificial Intelligence in Education (AIED) has a long history of developing Intelligent Tutoring Systems (ITSs) by integrating insights from technological advancements, educational theories, and…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
The growing complexity and interconnectivity of Intelligent Transportation Systems (ITS) make them increasingly vulnerable to advanced cyber threats, particularly deceptive information attacks. These sophisticated threats exploit…
The Internet of Things (IoT) has many applications in our daily lives. One aspect in particular is how the IoT is making a substantial impact on education and learning; as we move into the 'Smart Educational' era. This article explores how…
Despite artificial intelligence (AI) having transformed major aspects of our society, less than a fraction of its potential has been explored, let alone deployed, for education. AI-powered learning can provide millions of learners with a…
Technological advancements have made video games a central part of the digital lives of nearly 3 billion people worldwide. Although games can address various social, physical, and psychological needs, their potential to support human…
In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…