Related papers: Exploring Gaze Behavior to Assess Performance in D…
The gaming industry is earning huge revenues from incorporating virtual currencies into the game design experience. Even if it is a useful approach for the game industry to boost up their earnings, the unidirectional and bidirectional…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
The expected goal provides a more representative measure of the team and player performance which also suit the low-scoring nature of football instead of score in modern football. The score of a match involves randomness and often may not…
Scientifically evaluating soccer players represents a challenging Machine Learning problem. Unfortunately, most existing answers have very opaque algorithm training procedures; relevant data are scarcely accessible and almost impossible to…
Learning goal conditioned control in the real world is a challenging open problem in robotics. Reinforcement learning systems have the potential to learn autonomously via trial-and-error, but in practice the costs of manual reward design,…
With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse…
In recent years, there has been a considerable amount of research in the Gesture Recognition domain, mainly owing to the technological advancements in Computer Vision. Various new applications have been conceptualised and developed in this…
Eye-tracking applications that utilize the human gaze in video understanding tasks have become increasingly important. To effectively automate the process of video analysis based on eye-tracking data, it is important to accurately replicate…
Several performance metrics for quantifying the in-game performances of individual football players have been proposed in recent years. Although the majority of the on-the-ball actions during games constitutes of passes, many of the…
Gaze-based virtual keyboards provide an effective interface for text entry by eye movements. The efficiency and usability of these keyboards have traditionally been evaluated with conventional text entry performance measures such as words…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
Reinforcement learning has received significant interest in recent years, due primarily to the successes of deep reinforcement learning at solving many challenging tasks such as playing Chess, Go and online computer games. However, with the…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
This work covers multiple aspects of overt visual attention on 3D renders: measurement, projection, visualization, and application to studying the influence of material appearance on looking behaviour. In the scope of this work, we ran an…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
Game-based assessments (GBAs) are increasingly adopted in recruitment contexts as tools to assess transversal skills through observable behavior. However, empirical evidence directly comparing game-based behavioral indicators with…
A player plays a game by sending messages into the game world using an interaction technique. These messages are then translated into actions performed on or by game objects towards achieving the game's objectives. A game's interaction…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…