Related papers: Live-action Virtual Reality Games
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
Deep reinforcement learning has proven to be successful for learning tasks in simulated environments, but applying same techniques for robots in real-world domain is more challenging, as they require hours of training. To address this,…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
Learning is an active process that is deeply tied to physical and social contexts. Yet schools traditionally place learners in a passive role and focus on decontextualizing knowledge. Situating learning in more authentic tasks and contexts…
Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos,…
Immersive rooms are increasingly popular augmented reality systems that support multi-agent interactions within a virtual world. However, despite extensive content creation and technological developments, insights about perceptually-driven…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
The interactive game theoretical approach to the description of perception processes is proposed. The subject is treated formally in terms of a new class of the verbalizable interactive games which are called the perception games. An…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Traditional approaches to teaching moral dilemmas often rely on abstract, disembodied scenarios that limit emotional engagement and reflective depth. To address this gap, we developed \textit{Ashes or Breath}, a Mixed Reality game delivered…
Creating visual 3D sensing characters that interact with AI peers and virtual environments can be a difficult task for those with less experience in using learning algorithms or creating visual environments to execute an agent-based…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
We propose to build realistic virtual worlds, called 360RVW, for large urban environments directly from 360{\deg} videos. We provide an interface for interactive exploration, where users can freely navigate via their own avatars. 360{\deg}…
This paper makes the case that a powerful new discipline, which we term perception engineering, is steadily emerging. It follows from a progression of ideas that involve creating illusions, from historical paintings and film, to video games…
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that…