Related papers: Balancing simulation and gameplay -- applying game…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…
As road transportation has been identified as a major contributor of environmental pollution, motivating individuals to adopt a more eco-friendly driving style could have a substantial ecological as well as financial benefit. With…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
Game balancing is a longstanding challenge requiring repeated playtesting, expert intuition, and extensive manual tuning. We introduce RuleSmith, the first framework that achieves automated game balancing by leveraging the reasoning…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Progress toward Artificial General Intelligence (AGI) faces significant bottlenecks, particularly in rigorously evaluating complex interactive systems and acquiring the vast interaction data needed for training adaptive agents. This paper…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
Citizen science projects engage people in activities that are part of a scientific research effort. On multi-project citizen science platforms, scientists can create projects consisting of tasks. Volunteers, in turn, participate in…
Conversational Information Retrieval (CIR) is an emerging field of Information Retrieval (IR) at the intersection of interactive IR and dialogue systems for open domain information needs. In order to optimize these interactions and enhance…
Simulations in information access (IA) have recently gained interest, as shown by various tutorials and workshops around that topic. Simulations can be key contributors to central IA research and evaluation questions, especially around…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…
Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional…
Games user research is a-booming -- or maybe a-goomba-ing -- with a boundless parade of papers popping up from every nook and pipe. We may need a super power -- or super method -- from another world. I outline three motivations for…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…