Related papers: Sensory Modality Mapping for Game Adaptation and D…
Multimodality can make (especially mobile) device interaction more efficient. Sensors and communication capabilities of modern smartphones and tablets lay the technical basis for its implementation. Still, mobile platforms do not make…
An agent who interacts with a wide population of other agents needs to be aware that there may be variations in their understanding of the world. Furthermore, the machinery which they use to perceive may be inherently different, as is the…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to…
Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…
Our experience of the world is multisensory, spanning a synthesis of language, sight, sound, touch, taste, and smell. Yet, artificial intelligence has primarily advanced in digital modalities like text, vision, and audio. This paper…
Understanding human perceptions presents a formidable multimodal challenge for computers, encompassing aspects such as sentiment tendencies and sense of humor. While various methods have recently been introduced to extract…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Emergent communication offers insight into how agents develop shared structured representations, yet most research assumes homogeneous modalities or aligned representational spaces, overlooking the perceptual heterogeneity of real-world…
This paper presents a potential game-based method for non-myopic planning of mobile sensor networks in the context of target tracking. The planning objective is to select the sequence of sensing points over more than one future time steps…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
In this paper, we consider a mobility system of travelers and providers, and propose a "mobility game" to study when a traveler is matched to a provider. Each traveler seeks to travel using the services of only one provider, who manages one…
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent game scenario that combines mobility, game mechanics and…
The ability to reason with and integrate different sensory inputs is the foundation underpinning human intelligence and it is the reason for the growing interest in modelling multi-modal information within Knowledge Graphs. Multi-Modal…
Context: Adaptive monitoring is a method used in a variety of domains for responding to changing conditions. It has been applied in different ways, from monitoring systems' customization to re-composition, in different application domains.…
While recommender systems with multi-modal item representations (image, audio, and text), have been widely explored, learning recommendations from multi-modal user interactions (e.g., clicks and speech) remains an open problem. We study the…
Motion style transfer is highly desired for motion generation systems for gaming. Compared to its offline counterpart, the research on online motion style transfer under interactive control is limited. In this work, we propose an end-to-end…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…