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World models aim to understand, remember, and predict dynamic visual environments, yet a unified benchmark for evaluating their fundamental abilities remains lacking. To address this gap, we introduce MIND, the first open-domain closed-loop…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
In the rapidly evolving field of quantum computing, quantifying circuit complexity remains a critical challenge. This paper introduces Character Complexity, a novel measure that bridges Group-theoretic concepts with practical quantum…
The visual style of game elements considerably contributes to the overall experience. Aesthetics influence player appeal, while the abilities of game pieces define their in-game functionality. In this paper, we investigate how the visual…
A number of questionnaire based psychometric testing frameworks are globally for example OCEAN (Five factor) indicator, MBTI (Myers Brigg Type Indicator) etc. However, questionnaire based psychometric tests have some known shortcomings.…
Reinforcement learning has enabled agents to solve challenging tasks in unknown environments. However, manually crafting reward functions can be time consuming, expensive, and error prone to human error. Competing objectives have been…
Creating visual 3D sensing characters that interact with AI peers and virtual environments can be a difficult task for those with less experience in using learning algorithms or creating visual environments to execute an agent-based…
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
We present a conceptual model that describes the effect of pixel size on target acquisition. We demonstrate the use of our conceptual model by applying it to predict and explain the results of an experiment to evaluate users' performance in…
The main objective of this paper was to investigate the effects of a computer screen interface design and its related geometrical characteristics of 36 graphical objects on a user's task efficiency. A total of 490 subjects took part in…
This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber caf\'es. It was revealed that most of the gamers were young, male, single, as well as high school and vocational…
Online experiments are the gold standard for evaluating impact on user experience and accelerating innovation in software. However, since experiments are typically limited in duration, observed treatment effects are not always permanently…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
The visual system can be viewed and studied as an information processing system. If so, then the visual system should follow specific fundamental properties: either a memory or a memoryless system. Previous studies in serial dependence in…
The search for universal laws that help establish a relationship between dynamics and computation is driven by recent expansionist initiatives in biologically inspired computing. A general setting to understand both such dynamics and…
Many animals, and an increasing number of artificial agents, display sophisticated capabilities to perceive and manipulate objects. But human beings remain distinctive in their capacity for flexible, creative tool use -- using objects in…
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice,…
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has…
Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead,…
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous…