Related papers: Human-Computer Interaction with Adaptable & Adapti…
Artificial companion agents are defined as hardware or software entities designed to provide companionship to a person. The senior population are facing a special demand for companionship. Artificial companion agents have been demonstrated…
The "MedBike" is an innovative project in the field of pediatric cardiac rehabilitation. It is a 2D interactive game created specifically for children under the age of 18 who have cardiac conditions. This game is part of the MedBike system,…
Human-machine interaction has been around for several decades now, with new applications emerging every day. One of the major goals that remain to be achieved is designing an interaction similar to how a human interacts with another human.…
As social robots take on increasingly complex roles like game masters (GMs) in multi-party games, the expectation that physicality universally enhances user experience remains debated. This study challenges the "one-size-fits-all" view of…
This paper aims to develop a new human-machine interface to improve rehabilitation performance from the perspective of both the user (patient) and the machine (robot) by introducing the co-adaption techniques via model-based reinforcement…
Parkinson's Disease (PD) is the second most common neurodegenerative disorder. The existing assessment method for PD is usually the Movement Disorder Society - Unified Parkinson's Disease Rating Scale (MDS-UPDRS) to assess the severity of…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Modern manufacturing systems typically require high degrees of flexibility, in terms of ability to customize the production lines to the constantly changing market requests. For this purpose, manufacturing systems are required to be able to…
Studying psychiatric illness has often been limited by difficulties in connecting symptoms and behavior to neurobiology. Computational psychiatry approaches promise to bridge this gap by providing formal accounts of the latent information…
Affective computing, which aims to recognize, interpret, and understand human emotions, provides benefits in healthcare, such as improving patient care and enhancing doctor-patient communication. However, there is a noticeable absence of a…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
We present a survey of recent research studies of the implementation of adaptive user models in human-computer interaction. A classification of research directions on adaptive user interfaces is first proposed; it takes account of the user…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Deaf and Hard-of-Hearing (DHH) learners face unique challenges in video-based learning due to the complex interplay between visual and auditory information in videos. Traditional approaches to making video content accessible primarily focus…
Human motion prediction has achieved a brilliant performance with the help of convolution-based neural networks. However, currently, there is no work evaluating the potential risk in human motion prediction when facing adversarial attacks.…
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which…
Human Activity Recognition (HAR) has been a popular research field due to the widespread of devices with sensors and computational power (e.g., smartphones and smartwatches). Applications for HAR systems have been extensively researched in…
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…
Human motion simulation (HMS) supports cost-effective evaluation of worker behavior, safety, and productivity in industrial tasks. However, existing methods often suffer from low motion fidelity. This study introduces Generative-AI-Enabled…