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Cognitive load is key to ensuring an optimal learning experience. However, measuring the cognitive load of educational tasks typically relies on self-report measures which has been criticized by researchers for being subjective. In this…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
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…
Serious Games (SGs) represent a new approach to improve learning processes more effectively and economically than traditional methods. This paper aims to present a SG approach for the electro-mobility context, in order to encourage the use…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
Technology applied in education can provide great benefits and overcome challenges by facilitating access to learning objects anywhere and anytime. However, technology alone is not enough, since it requires suitable planning and learning…
We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a…
This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social…
We propose and create an incentive based recommendation algorithm aimed at improving the lifestyle of diabetic patients. This algorithm is integrated into a real world mobile application to provide personalized health recommendations.…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
We investigate the effect of reward shaping in improving the performance of reinforcement learning in the context of the real-time strategy, capture-the-flag game. The game is characterized by sparse rewards that are associated with…
Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
Game-based decision-making involves reasoning over both world dynamics and strategic interactions among the agents. Typically, empirical models capturing these respective aspects are learned and used separately. We investigate the potential…
We consider distributed learning problem in games with an unknown cost-relevant parameter, and aim to find the Nash equilibrium while learning the true parameter. Inspired by the social learning literature, we propose a distributed…
Quantum game theory offers a lot of interesting questions, and it is relevant to use the quantum information theory to resolve or improve games with lack of information : how to use the power of quantum entanglement to show the superiority…
Accurate estimation of meal macronutrient composition is a pre-perquisite for precision nutrition, metabolic health monitoring, and glycemic management. Traditional dietary assessment methods, such as self-reported food logs or diet recalls…
This paper proposes a novel scoring function for the planning module of MPC-based reinforcement learning methods to address the inherent bias of using the reward function to score trajectories. The proposed method enhances the learning…
With the vast amount of data collected on football and the growth of computing abilities, many games involving decision choices can be optimized. The underlying rule is the maximization of an expected utility of outcomes and the law of…