Related papers: A Fuzzy Control System for Inductive Video Games
We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human--Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their…
In recent years 360$^{\circ}$ videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are available. Different constructs, such as perceived quality or the…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
Learning to play an instrument is intrinsically multimodal, and we have seen a trend of applying visual and haptic feedback in music games and computer-aided music tutoring systems. However, most current systems are still designed to master…
$\textit{BrainForm}$ 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…
Collaborative learning is an educational approach that enhances learning through shared goals and working together. Interaction and regulation are two essential factors related to the success of collaborative learning. Since the information…
Fuzzing is the process of finding security vulnerabilities in input-processing code by repeatedly testing the code with modified inputs. In this paper, we formalize fuzzing as a reinforcement learning problem using the concept of Markov…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Engaging in playful activities, such as playing a musical instrument, learning a language, or performing sports, is a fundamental aspect of human life. We present a quantitative empirical analysis of the engagement dynamics into playful…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
A crucial skill for primary school teachers is maintaining efficient classroom management. Teachers use classroom seating arrangements to help maintain this efficiency. However, developing classroom seating arrangements is both…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games…
As AI systems shape individual and societal decisions, fostering critical AI literacy is essential. Traditional approaches, such as blog articles, static lessons, and social media discussions, often fail to support deep conceptual…
In reinforcement learning, an agent learns to reach a set of goals by means of an external reward signal. In the natural world, intelligent organisms learn from internal drives, bypassing the need for external signals, which is beneficial…
We propose a novel two-layer multi-agent architecture aimed at efficient real-time control of large-scale and complex-dynamics systems. The proposed architecture integrates intelligent control approaches (which have a low computation time…
Brain computer interface applications can be used to overcome learning problems, especially student anxiety, lack of focus, and lack of attention. This paper introduces a system based on brain computer interface (BCI) to be used in…
Episodic control provides a highly sample-efficient method for reinforcement learning while enforcing high memory and computational requirements. This work proposes a simple heuristic for reducing these requirements, and an application to…
This paper analyses a stochastic differential game of control and stopping in which one of the players modifies a diffusion process using impulse controls, an adversary then chooses a stopping time to end the game. The paper firstly…
Recent research has paid little attention to complex driving behaviors, namely merging car-following and lane-changing behavior, and how lane-changing affects algorithms designed to model and control a car-following vehicle. During the…