Related papers: A Serious Game Approach for the Electro-Mobility S…
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing…
This article reports on an exploratory case study conducted to examine the viability of Second Life (SL) as an environment for physical simulations and microworlds. It begins by discussing specific features of the SL environment relevant to…
Self-driving vehicles are a maturing technology with the potential to reshape mobility by enhancing the safety, accessibility, efficiency, and convenience of automotive transportation. Safety-critical tasks that must be executed by a…
Interactions between pedestrians, bikers, and human-driven vehicles have been a major concern in traffic safety over the years. The upcoming age of autonomous vehicles will further raise major problems on whether self-driving cars can…
In this paper we provide a case study of the use of relatively sophisticated mathematics and algorithms to redefine and adapt a simple traditional game/puzzle to exploit the computational power of smart devices. The focus here is not so…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
This document focuses on modeling a complex situations to achieve an advantage within a competitive context. Our goal is to devise the characteristics of games to teach and exercise non-easily quantifiable tasks crucial to the math-modeling…
This work uses game theory as a mathematical framework to address interaction modeling in multi-agent motion forecasting and control. Despite its interpretability, applying game theory to real-world robotics, like automated driving, faces…
Significant progress has been recently achieved in developing efficient solutions for simple stochastic games (SSGs), focusing on reachability objectives. While reductions from stochastic parity games (SPGs) to SSGs have been presented in…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
In this paper, we propose a search-based interactive motion planning scheme for autonomous vehicles (AVs), using a game-theoretic approach. In contrast to traditional search-based approaches, the newly developed approach considers other…
Security questions are one of the techniques used to recover passwords. The main limitation of security questions is that users find strong answers difficult to remember. This leads users to trade-off security for the convenience of an…
The article defines the place of business games among all games in general based on the classification by F.G. Junger; it provides critical analysis of existing business games types; it also formulates requirements and lays theoretical…
The aim of this paper is to show the relevance of motivational key concepts in evaluating the use of serious game. This research involves 115 students training with Mecagenius (serious game in mechanical engineering). The results of the…
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
Green Security Games have become a popular way to model scenarios involving the protection of natural resources, such as wildlife. Sensors (e.g. drones equipped with cameras) have also begun to play a role in these scenarios by providing…