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Toddlers learn to recognize objects from different viewpoints with almost no supervision. During this learning, they execute frequent eye and head movements that shape their visual experience. It is presently unclear if and how these…
Synthesizing from Corbett and Munneke (2025), who demonstrated that questions originating in human-computer interaction (HCI) and game design can be answered through the theoretical toolkit of cognitive science, this perspective argues that…
Robotic manipulation policies often struggle to generalize to novel objects, limiting their real-world utility. In contrast, cognitive science suggests that children develop generalizable dexterous manipulation skills by mastering a small…
Gaze behaviors such as eye-contact or shared attention are important markers for diagnosing developmental disorders in children. While previous studies have looked at some of these elements, the analysis is usually performed on private…
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention -…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Video games are a natural and synergistic application domain for artificial intelligence (AI) systems, offering both the potential to enhance player experience and immersion, as well as providing valuable benchmarks and virtual environments…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Inspired by the remarkable ability of the infant visual learning system, a recent study collected first-person images from children to analyze the `training data' that they receive. We conduct a follow-up study that investigates two…
Misinformation has become a significant issue in today's society, with the proliferation of false information through various mediums such as social media and traditional news sources. The rapid spread of misinformation has made it…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
Eye tracking (ET) can help to understand visual attention and cognitive processes in interactive environments. This study presents a comprehensive eye-tracking analysis framework of the Inhibitory Control Game, named the ReStroop game,…
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in…
We analyze inertial coordination games: dynamic coordination games with an endogenously changing state that depends on (i) a persistent fundamental players privately learn about over time; and (ii) past play. The speed of learning…
The accumulation of adaptations in an open-ended manner during lifetime learning is a holy grail in reinforcement learning, intrinsic motivation, artificial curiosity, and developmental robotics. We present a specification for a cognitive…
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
Rising advancements and ICT have changed the way of life of society, every single logical zone are exploiting innovation to get a genuine improvement. Specialists understand the advantages of utilizing genuine games as a dependable device…
Learning to infer labels in an open world, i.e., in an environment where the target "labels" are unknown, is an important characteristic for achieving autonomy. Foundation models pre-trained on enormous amounts of data have shown remarkable…