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This workshop introduces participants to SUCRE, a serious game designed to enhance curriculum resilience in higher education by simulating crisis scenarios. While applicable to various disciplines, this session focuses on engineering…
$\textit{BrainForm}$ is a gamified Brain-Computer Interface (BCI) training system designed for scalable data collection using consumer hardware and a minimal setup. We investigated (1) how users develop BCI control skills across repeated…
Zero-shot coordination in cooperative artificial intelligence (AI) remains a significant challenge, which means effectively coordinating with a wide range of unseen partners. Previous algorithms have attempted to address this challenge by…
Game-based interactive driving simulations have emerged as versatile platforms for advancing decision-making algorithms in road transport mobility. While these environments offer safe, scalable, and engaging settings for testing driving…
In the context of higher education's evolving dynamics post-COVID-19, this paper assesses the impact of new pedagogical incentives implemented in a first-year undergraduate computing module at University College London. We employ a mixed…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration…
Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master's programme at the University of Applied…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
Research concerning organization and coordination within multi-agent systems continues to draw from a variety of architectures and methodologies. The work presented in this paper combines techniques from game theory and multi-agent systems…
Many real-world strategic games involve interactions between multiple players. We study a hierarchical multi-player game structure, where players with asymmetric roles can be separated into leaders and followers, a setting often referred to…
A software ecosystem (SECO) is an interaction, communication, cooperation, and synergy among a set of players. Depending on the actors type of interaction with others, each one can play a different role. These interactions provide a set of…
Last years have seen a regain of interest for the use of stochastic block modeling (SBM) in recommender systems. These models are seen as a flexible alternative to tensor decomposition techniques that are able to handle labeled data. Recent…
The stochastic actor oriented model (SAOM) is a method for modelling social interactions and social behaviour over time. It can be used to model drivers of dynamic interactions using both exogenous covariates and endogenous network…
Learning algorithms are essential for the applications of game theory in a networking environment. In dynamic and decentralized settings where the traffic, topology and channel states may vary over time and the communication between agents…
Software Engineering is an applied discipline and concepts are difficult to grasp only at a theoretical level alone. In the context of a project management course, we introduced and evaluated the use of software process simulation (SPS)…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
We introduce a new approach to the study of influence in strategic settings where the action of an individual depends on that of others in a network-structured way. We propose \emph{influence games} as a \emph{game-theoretic} model of the…
Due to their interactive nature, serious games offer valuable opportunities for supporting learning in educational contexts. Recent advances in large language models (LLMs) have further opened the door to new forms of personalized…
This work considers coordination and bargaining between two selfish users over a Gaussian interference channel. The usual information theoretic approach assumes full cooperation among users for codebook and rate selection. In the scenario…