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Capture-the-Flag (CTF) competitions are increasingly becoming a testbed for evaluating AI capabilities at solving security tasks, due to the controlled environments and objective success criteria. Existing evaluations have focused on how…
In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become…
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning…
Account security is an ongoing issue in practice. Two-Factor Authentication (2FA) is a mechanism which could help mitigate this problem, however adoption is not very high in most domains. Online gaming has adopted an interesting approach to…
The increase in use of online educational tools has led to a large amount of educational video materials made available for students. Finding the right video content is usually supported by the overarching learning management system and its…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
We propose an efficient and interpretable scene graph generator. We consider three types of features: visual, spatial and semantic, and we use a late fusion strategy such that each feature's contribution can be explicitly investigated. We…
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…
This paper presents a framework for training an agent to actively request help in object-goal navigation tasks, with feedback indicating the location of the target object in its field of view. To make the agent more robust in scenarios…
Variations of the Flip-It game have been applied to model network cyber operations. While Flip-It can accurately express uncertainty and loss of control, it imposes no essential resource constraints for operations. Capture the flag (CTF)…
We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors…
With the increasingly detailed investigation of game play and tactics in invasive team sports such as soccer, it becomes ever more important to present causes, actions and findings in a meaningful manner. Visualizations, especially when…
To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network…
The aim of visualization is to support people in dealing with large and complex information structures, to make these structures more comprehensible, facilitate exploration, and enable knowledge discovery. However, users often have problems…
Interactive visualization can support fluid exploration but is often limited to predetermined tasks. Scripting can support a vast range of queries but may be more cumbersome for free-form exploration. Embedding interactive visualization in…
This paper presents the initial stages of a design study to develop a dashboard for visualizing gameplay data in the Commander format of Magic: The Gathering. We conducted a user-task analysis to identify requirements for such a dashboard,…
An important class of differential interactive games, namely, one of the laced interactive games is considered. A posteriori analysis of such games (including the virtual a posteriori decomposition of a collective control) is discussed.…
This paper describes the design of a dashboard and analysis pipeline to monitor users of visualization tools in the wild. Our pipeline describes how to extract analytical KPIs from extensive log event data involving a mix of user types. The…