Related papers: Yes and...? Using Improv to Design for Narrative i…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
Participatory art allows for the spectator to be a participant or a viewer able to engage actively with interactive art. Real-time technologies offer new ways to create participative artworks. We hereby investigate how to engage…
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…
Large language models can be used for collaborative storytelling. In this work we report on using GPT-3 \cite{brown2020language} to co-narrate stories. The AI system must track plot progression and character arcs while the human actors…
The rapid advancing of Multimodal Large Language Models (MLLMs) has spurred interest in complex multimodal reasoning tasks in the real-world and virtual environment, which require coordinating multiple abilities, including visual…
With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…
One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
This paper presents an interaction model adapted to mixed reality environments known as IRVO (Interacting with Real and Virtual Objects). IRVO aims at modeling the interaction between one or more users and the Mixed Reality system by…
Interactive narrative tasks require LLMs to sustain a coherent, evolving story while adapting to a user over multiple turns. However, suitable benchmarks for this setting are limited: existing evaluations often focus on static prompts,…
Augmented data storytelling enhances narrative delivery by integrating visualizations with physical environments and presenter actions. Existing systems predominantly rely on body gestures or speech to control visualizations, leaving…
Inductions and game semantics are two useful extensions to traditional logic programming. To be specific, inductions can capture a wider class of provable formulas in logic programming. Adopting game semantics can make logic programming…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Interactive-proof games model the scenario where an honest party interacts with powerful but strategic provers, to elicit from them the correct answer to a computational question. Interactive proofs are increasingly used as a framework to…
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player.…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
EXtended Reality (XR) is a rapidly developing paradigm for computer entertainment, and is also increasingly used for simulation, training, data analysis, and other non-entertainment purposes, often employing head-worn XR devices like the…