Related papers: A Fuzzy Control System for Inductive Video Games
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…
Extensive experiments suggest that motor coordination among human participants may contribute to social affinity and emotional attachment, which has great potential in the clinical treatment of social disorders or schizophrenia. Mirror game…
In the virtual elements of immersive learning, the use of Google Expedition and touch-screen-based emotion are examined. The objective is to investigate possible ways to combine these technologies to enhance virtual learning environments…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…
Educational systems have traditionally been evaluated using cross-sectional studies, namely, examining a pretest, posttest, and single intervention. Although this is a popular approach, it does not model valuable information such as…
This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
In this paper we present results from recent experiments that suggest that chess players associate emotions to game situations and reactively use these associations to guide search for planning and problem solving. We describe the design of…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
E-learning platforms that personalise content selection with AI are often criticised for lacking transparency and controllability. Researchers have therefore proposed solutions such as open learner models and letting learners select from…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
Fuzzy logic controllers are readily customizable in natural language terms and can effectively deal with nonlinearities and uncertainties in control systems. This paper presents an intelligent and automated fuzzy control procedure for the…
Machine learning models are widely used to support stealth assessment in digital learning environments. Existing approaches typically rely on abstracted gameplay log data, which may overlook subtle behavioral cues linked to learners'…
This work proposes an interactive art installation "Mood spRing" designed to reflect the mood of the environment through interpretation of language and tone. Mood spRing consists of an AI program that controls an immersive 3D animation of…
The increasing adoption of smart classroom technologies in higher education has mainly focused on automating attendance, with limited attention given to students' emotional and cognitive engagement during lectures. This limits instructors'…
Agent learning from human interaction often relies on explicit signals, but implicit social cues, such as prosody in speech, could provide valuable information for more effective learning. This paper advocates for the integration of prosody…
Contract bridge occupies nowadays a position of great prestige being, together with chess, the only mind games officially recognized by the International Olympic Committee. In the present paper an innovative method for assessing the total…