Related papers: Exploring Gaze Behavior to Assess Performance in D…
Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Advances in perception modeling have significantly improved the performance of object tracking. However, the current methods for specifying the target object in the initial frame are either by 1) using a box or mask template, or by 2)…
Rating systems play an important role in competitive sports and games. They provide a measure of player skill, which incentivizes competitive performances and enables balanced match-ups. In this paper, we present a novel Bayesian rating…
Utilitarian games such as dictator games to measure fairness have been studied in the social sciences for decades. These games have given us insight into not only how humans view fairness but also in what conditions the frequency of…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
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…
We explore techniques for eye gaze estimation using machine learning. Eye gaze estimation is a common problem for various behavior analysis and human-computer interfaces. The purpose of this work is to discuss various model types for eye…
Eye tracking (ET) is a research method that receives growing interest in mathematics education research (MER). This paper aims to give a literature overview, specifically focusing on the evolution of interest in this technology, ET…
The ability for a teacher to engage all students in active learning processes in classroom constitutes a crucial prerequisite for enhancing students achievement. Teachers' attentional processes provide important insights into teachers'…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value,…
Deep learning has the potential to revolutionize sports performance, with applications ranging from perception and comprehension to decision. This paper presents a comprehensive survey of deep learning in sports performance, focusing on…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Augmented reality (AR) technology provides means for embedding visualization in a real-world context. Such techniques allow situated analyses of live data in their spatial domain. However, as existing techniques have to be adapted for this…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
Semi-supervised learning is a popular class of techniques to learn from labeled and unlabeled data. The paper proposes an application of a recently proposed approach of graph transduction that exploits game theoretic notions to the problem…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
We investigated gaze direction during movement observation. The eye movement data were collected during an experiment, in which different models of movement production (based on movement primitives, MPs) were compared in a two alternatives…