Related papers: A Fuzzy Control System for Inductive Video Games
Human-Computer Interaction with the traditional User Interface is done using a specified in advance script dialog menu, mainly based on human intellect and unproductive use of navigation. This approach does not lead to making qualitative…
The Personality and emotions are effective parameters in learning process. Thus, virtual learning environments should pay attention to these parameters. In this paper, a new e-learning model is designed and implemented according to these…
This paper discusses a fuzzy model for multi-level human emotions recognition by computer systems through keyboard keystrokes, mouse and touchscreen interactions. This model can also be used to detect the other possible emotions at the time…
Motivation is an important factor underlying successful learning. Previous research has demonstrated the positive effects that static interactive narrative games can have on motivation. Concurrently, advances in AI have made dynamic and…
Industrial control systems (ICSs) are types of cyber-physical systems in which programs, written in languages such as ladder logic or structured text, control industrial processes through sensing and actuating. Given the use of ICSs in…
A method of a fusion of fuzzy inference and policy gradient reinforcement learning has been proposed that directly learns, as maximizes the expected value of the reward per episode, parameters in a policy function represented by fuzzy rules…
Many studies have found active learning, either in the form of in-class exercises or projects, to be superior to traditional lectures. However, these forms of hands-on learning do not always lead students to reach the higher order thinking…
Developing software projects allows students to put knowledge into practice and gain teamwork skills. However, assessing student performance in project-oriented courses poses significant challenges, particularly as the size of classes…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
Fuzzy controllers have gained popularity in the past few decades with successful implementations in many fields that have enabled designers to control complex systems through linguistic-based rules in contrast to traditional methods. This…
Monitoring of students behavior in school needs further consideration in order to lessen the number of casualties in every term. The study designs a data driven decision support on students behavior utilizing Fuzzy Based Approach. The study…
Major issues in Brain Computer Interfaces (BCIs) include low usability and poor user performance. This paper tackles them by ensuring the users to be in a state of immersion, control and motivation, called state of flow. Indeed, in various…
Open-world video games present a broader search space than other video games, posing challenges for test automation. Fuzzing, which generates new inputs by mutating an initial input, is commonly used to uncover issues. In this study, we…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
In the rapidly evolving educational landscape, the unbiased assessment of soft skills is a significant challenge, particularly in higher education. This paper presents a fuzzy logic approach that employs a Granular Linguistic Model of…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
In the context of education technology, empathic interaction with the user and feedback by the learning system using multiple inputs such as video, voice and text inputs is an important area of research. In this paper, a nonintrusive,…
This study presents high-throughput, real-time multi-agent affective computing framework designed to enhance classroom learning through emotional state monitoring. As large classroom sizes and limited teacher student interaction…
Multimodal affective computing analyzes user-generated social media content to predict emotional states. However, a critical gap remains in understanding how visual content shapes cognitive interpretations and elicits specific affective…