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Human beings have been affected by disasters from the beginning of life, bringing them many sad memories. In the long struggle against disaster, people have devised a variety of methods to train relevant participants in disaster relief…
This research seeks to explore how Augmented Reality (AR) can support learning psychomotor tasks that involve complex manipulation and reasoning processes. The AR prototype was created using Unity and used on HoloLens 2 headsets. Here, we…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Stochastic optimal control and games have a wide range of applications, from finance and economics to social sciences, robotics, and energy management. Many real-world applications involve complex models that have driven the development of…
Vision guided navigation requires processing complex visual information to inform task-orientated decisions. Applications include autonomous robots, self-driving cars, and assistive vision for humans. A key element is the extraction and…
Reinforcement Learning is a promising tool for learning complex policies even in fast-moving and object-interactive domains where human teleoperation or hard-coded policies might fail. To effectively reflect this challenging category of…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Most approaches to deep reinforcement learning (DRL) attempt to solve a single task at a time. As a result, most existing research benchmarks consist of individual games or suites of games that have common interfaces but little overlap in…
As cognitive interventions for older adults evolve, modern technologies are increasingly integrated into their development. This study investigates the efficacy of augmented reality (AR)-based physical-cognitive training using an…
Evaluating the reasoning abilities of large language models (LLMs) is challenging. Existing benchmarks often depend on static datasets, which are vulnerable to data contamination and may get saturated over time, or on binary live human…
Dyslexia is a neurological learning disability that primarily disrupts one's ability to read, write, and spell, affecting an estimated 15-20% of the global population. This high prevalence underscores the importance of developing effective…
There are currently many tutoring software systems which have been designed for neurotypical children. These systems cover academic topics such as reading and math, and are made available through various technological mediums. The majority…
Reasoning is a fundamental capability of large language models (LLMs), enabling them to comprehend, analyze, and solve complex problems. In this paper, we introduce TextGames, an innovative benchmark specifically crafted to assess LLMs…
Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This…