Related papers: Augmented Body: Changing Interactive Body Play
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…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost,…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
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…
Perceiving paintings entails more than merely engaging the audience's eyes and brains; their perceptions and experiences of a painting can be intricately connected with body movement. This paper proposes an interactive art approach entitled…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
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…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way,…
In the process of developing a new digital music interface, the author faced three questions that have attracted little to no attention in the literature. By tracking body joints, a performer can use body parts to directly control a digital…
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
This paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of…
Robotic systems that are intended to augment human capabilities commonly require the use of semi-autonomous control and artificial sensing, while at the same time aiming to empower the user to make decisions and take actions. This work…
This paper introduces an interactive Mixed Reality (MR) experience and artistic inquiry entitled ``Surrealism Me'' which delves into Vil\'em Flusser's critique of media as mediators that often distort human perception of reality and…
When developing technologies for the Metaverse, it is important to understand the needs and requirements of end users. Relatively little is known about the specific perspectives on the use of the Metaverse by the youngest audience: children…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
A player plays a game by sending messages into the game world using an interaction technique. These messages are then translated into actions performed on or by game objects towards achieving the game's objectives. A game's interaction…