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While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from…
Which factors influence the human assessment of creativity exhibited by a computational system is a core question of computational creativity (CC) research. Recently, the system's embodiment has been put forward as such a factor, but…
The human brain has inspired novel concepts complementary to classical and quantum computing architectures, such as artificial neural networks and neuromorphic computers, but it is not clear how their performances compare. Here we report a…
A key requirement for the development of effective learning representations is their evaluation and comparison to representations we know to be effective. In natural sensory domains, the community has viewed the brain as a source of…
In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed…
This paper explores the use of visual effects common in video games that support a range of tasks that are similar in many ways to analysis tasks supported in visual analytics tools. While some visual effects are meant to increase…
Imagine observing someone scratching their arm; to understand why, additional context would be necessary. However, spotting a mosquito nearby would immediately offer a likely explanation for the person's discomfort, thereby alleviating the…
Understanding the relationship between the decoding accuracy of a brain-computer interface (BCI) and a subject's subjective feeling of control is important for determining a lower limit on decoding accuracy for a BCI that is to be deployed…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
Past researches show that personality trait is a strong predictor for ones academic performance. Today, mature and verified marker systems for assessing personality traits already exist. However, marker systems-based assessing methods have…
Understanding how players interact with the mobile game app on smartphone devices is important for game experts to develop and refine their app products. Conventionally, the game experts achieve their purposes through intensive user studies…
With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games…
We consider multi-player graph games with partial-observation and parity objective. While the decision problem for three-player games with a coalition of the first and second players against the third player is undecidable, we present a…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…