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Technology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into "digital bubbles". We believe this is not an intrinsic property of digital gadgets, but evidence of…
There have been a resurge lately on virtual therapy and other virtual- and tele-medicine services due to the new normal of practicing 'shelter at home'. In this paper, we propose a creative drawing game for virtual therapy and investigate…
Social participation is known to bring great benefits to the health and well-being of people as they age. From being in contact with others to engaging in group activities, keeping socially active can help slow down the effects of…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts…
Ubiquitous computing encapsulates the idea for technology to be interwoven into the fabric of everyday life. As computing blends into everyday physical artifacts, powerful opportunities open up for social connection. Prior connected media…
Citizen science is transforming how cognitive scientists study the human mind, and video games are at the heart of this shift. By embedding experimental tasks into engaging, game-like experiences, researchers can reach large, diverse…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one…
The sixth generation (6G) of wireless technology is seen as one of the enablers of real-time fusion of the physical and digital realms, as in Digital Twin, eXtended reality, or the Metaverse. This would allow people to interact, work, and…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
Quantum technologies, i.e., technologies benefiting from the features of quantum physics such as objective randomness, superposition, and entanglement, have enabled an entirely different way of distributing and processing information. The…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
In this paper, we introduce 'public computation' as a genre of learning environments that can be used to radically broaden public participation in authentic, computation-enabled STEM disciplinary practices. Our paradigmatic approach…
As virtual reality (VR) becomes more popular for intergenerational collaboration, there is still a significant gap in research regarding understanding the potential for reducing ageism. Our study aims to address this gap by analyzing ageism…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
Online meetings have become an integral part of daily life, but prolonged screen time poses significant health risks. While various interventions address sedentary lifestyles, few focus on mitigating sedentary behavior during online…