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How does one measure "ability to understand language"? If it is a person's ability that is being measured, this is a question that almost never poses itself in an unqualified manner: Whatever formal test is applied, it takes place on the…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
This study addresses a critical gap in adolescent health education strategies in the Philippines, as highlighted by the Young Adult Fertility and Sexuality (YAFS) survey series, which overlooks the use of games as a medium for disseminating…
Online competitive games have become a mainstream entertainment platform. To create a fair and exciting experience, these games use rating systems to match players with similar skills. While there has been an increasing amount of research…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether…
This paper proposes an image-processing-based method for personalization of calorie consumption assessment during exercising. An experiment is carried out where several actions are required in an exercise called broadcast gymnastics,…
Mobile devices have been playing vital roles in modern day education delivery as students can access or download learning materials on their smartphones and tablets, they can also install educational apps and study anytime, anywhere. The…
Game-theoretic inverse learning is the problem of inferring a player's objectives from their actions. We formulate an inverse learning problem in a Stackelberg game between a leader and a follower, where each player's action is the…
We consider the task of learning to play families of text-based computer adventure games, i.e., fully textual environments with a common theme (e.g. cooking) and goal (e.g. prepare a meal from a recipe) but with different specifics; new…
We provide a computational exercise suitable for early introduction in an undergraduate statistics or data science course that allows students to 'play the whole game' of data science: performing both data collection and data analysis.…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research…
Monitoring dietary habits is crucial for preventing health risks associated with overeating and undereating, including obesity, diabetes, and cardiovascular diseases. Traditional methods for tracking food intake rely on self-reported data…
Big Data Analytics has gained tremendous momentum in many sectors worldwide. Big Data has substantial influence in the field of Learning Analytics that may allow academic institutions to better understand the learners needs and proactively…
Cricket is a game played between two teams which consists of eleven players each. Nowadays cricket game is becoming more and more popular in Bangladesh and other South Asian Countries. Before a match people are very enthusiastic about team…
Brain-computer interfaces (BCIs) have the potential to significantly change the ways in which humans interact with technology, the environment, and even each other. Unfortunately, BCI technologies are seldom robust enough for use in…
While the task of automatically detecting eating events has been examined in prior work using various wearable devices, the use of smartphones as standalone devices to infer eating events remains an open issue. This paper proposes a…
In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with…
Motivated by the burning and cooling processes, the burning game is introduced. The game is played on a graph $G$ by the two players (Burner and Staller) that take turns selecting vertices of $G$ to burn; as in the burning process, burning…