Related papers: Sensory Modality Mapping for Game Adaptation and D…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
This paper reviews research methods used to understand the user experience of mobile technology. The paper presents an improvement of the Experience Sampling Method and case studies supporting its design. The paper concludes with an agenda…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Motion capture technologies are increasingly used in creative and performance contexts but often exclude disabled practitioners due to normative assumptions in body modeling, calibration, and avatar representation. EqualMotion introduces a…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…
When developing technologies for the Metaverse, it is important to understand the needs and requirements of end users. Relatively little is known about the specific perspectives on the use of the Metaverse by the youngest audience: children…
A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI…
Incorporating additional sensory modalities such as tactile and audio into foundational robotic models poses significant challenges due to the curse of dimensionality. This work addresses this issue through modality selection. We propose a…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
We study the problem of characterizing the set of games that are consistent with observed equilibrium play. Our contribution is to develop and analyze a new methodology based on convex optimization to address this problem for many classes…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
This study investigates the concept of flexibility within League of Legends, a popular online multiplayer game, focusing on the relationship between user adaptability and team success. Utilizing a dataset encompassing players of varying…
Inspired by previous work on emergent communication in referential games, we propose a novel multi-modal, multi-step referential game, where the sender and receiver have access to distinct modalities of an object, and their information…
We contribute a systematic review of situated visualizations in motion in the context of video games. Video games produce rich dynamic datasets during gameplay that are often visualized to help players succeed in a game. Often these…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
Abuse of zero-permission sensors on-board mobile and wearable devices to infer users' personal context and information is a well-known privacy threat that has received significant attention. Efforts towards protection mechanisms that…
Many recommendation systems limit user inputs to text strings or behavior signals such as clicks and purchases, and system outputs to a list of products sorted by relevance. With the advent of generative AI, users have come to expect richer…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…