Related papers: A Fuzzy Control System for Inductive Video Games
In order to address the increasing compromise of user privacy on mobile devices, a Fuzzy Logic based implicit authentication scheme is proposed in this paper. The proposed scheme computes an aggregate score based on selected features and a…
Teachers in challenging conflict situations often experience shame and self-blame, which relate to the feeling of incompetence but may externalise as anger. Sensing mixed signals fails the contingency rule for developing affect regulation…
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,…
Interactive reinforcement learning has shown promise in learning complex robotic tasks. However, the process can be human-intensive due to the requirement of a large amount of interactive feedback. This paper presents a new method that uses…
To effectively represent possibility arising from states and dynamics of a system, fuzzy discrete event systems as a generalization of conventional discrete event systems have been introduced recently. Supervisory control theory based on…
This study investigates the psychophysiological effects of loot box interactions in video games and their potential similarities to those recorded during gambling interactions. Using electrodermal activity (EDA) measurements, the research…
Cognitive diagnosis aims to gauge students' mastery levels based on their response logs. Serving as a pivotal module in web-based online intelligent education systems (WOIESs), it plays an upstream and fundamental role in downstream tasks…
Educational games enhance learning experiences by integrating touchscreens, making interactions more engaging and intuitive for learners. However, the cognitive impacts of educational gameplay input modalities, such as the hand and stylus…
Socioemotional and regulation processes in learning are important. We add to the understanding of previous work on co-regulation processes in the learning sciences, extending the caregiver-child paradigm and focusing on the teacher-student…
The system's ability to adapt and self-organize are two key factors when it comes to how well the system can survive the changes to the environment and the plant they work within. Intelligent control improves these two factors in…
In this paper, a new reinforcement learning approach is proposed which is based on a powerful concept named Active Learning Method (ALM) in modeling. ALM expresses any multi-input-single-output system as a fuzzy combination of some…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
The research aims to develop an interactive instructional model using augmented reality based on edutainment to enhance emotional quotient and evaluate the model. Two phases of the research will be carried out: a development and an…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Because imitation learning relies on human demonstrations in hard-to-simulate settings, the inclusion of force control in this method has resulted in a shortage of training data, even with a simple change in speed. Although the field of…
An important constraint of Fuzzy Inference Systems (FIS) is their structured rules defined based on evaluating all input variables. Indeed, the length of all fuzzy rules and the number of input variables are equal. However, in many…
This paper proposes a multi-class online fuzzy classifier for dynamic environments. A fuzzy classifier comprises a set of fuzzy if-then rules where human users determine the antecedent fuzzy sets beforehand. In contrast, the consequent real…
Positive affect has been linked to increased interest, curiosity and satisfaction in human learning. In reinforcement learning, extrinsic rewards are often sparse and difficult to define, intrinsically motivated learning can help address…
Impulsive individuals exhibit abnormal reward processing (heightened preference for immediate rewards, i.e., impulsive choice, IC) and a penchant for maladaptive action (the inability to inhibit inappropriate actions, i.e., impulsive…
An Intelligent Tutoring System (ITS) has been shown to improve students' learning outcomes by providing a personalized curriculum that addresses individual needs of every student. However, despite the effectiveness and efficiency that ITS…