Related papers: A design science exploration of a visual-spatial l…
Interaction is a fundamental part of using any computer system but it is still an issue for people with special needs. In order to improve this situation, this paper describes a new device-interaction model based on adaptation rules for…
Visual impairments create barriers to learning physical activities, since conventional training methods rely on visual demonstrations or often inadequate verbal descriptions. This research explores 3D-printed human body models to enhance…
Routine ergonomic assessment of postures and gestures in the workplace are mostly conducted by visual observations, either direct or based on video recordings. Nowadays, low-cost three-dimensional cameras like Microsoft Kinect open the…
Interactive Machine Teaching systems allow users to create customized machine learning models through an iterative process of user-guided training and model assessment. They primarily offer confidence scores of each label or class as…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Predicting the outcomes of cyber-physical systems with multiple human interactions is a challenging problem. This article reviews a game theoretical approach to address this issue, where reinforcement learning is employed to predict the…
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…
$\textit{BrainForm}$ 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…
Many application areas ranging from serious games for health to learning by demonstration in robotics, could benefit from large body movement datasets extracted from textual instructions accompanied by images. The interpretation of…
We propose PIGLeT: a model that learns physical commonsense knowledge through interaction, and then uses this knowledge to ground language. We factorize PIGLeT into a physical dynamics model, and a separate language model. Our dynamics…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
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…
Human action recognition and performance assessment have been hot research topics in recent years. Recognition problems have mature solutions in the field of sign language, but past research in performance analysis has focused on…
The present paper is part of a broader programme, exploring the possibility of involving the Microsoft Kinect$^{\rm TM}$ sensor in the analysis of human motion. In this study, the output obtained from the two available versions of this…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
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 -…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
With the rise of the gig economy, online language tutoring platforms are becoming increasingly popular. These platforms provide temporary and flexible jobs for native speakers as tutors and allow language learners to have one-on-one…
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…
In recent years, neural systems have demonstrated highly effective learning ability and superior perception intelligence. However, they have been found to lack effective reasoning and cognitive ability. On the other hand, symbolic systems…