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As virtual reality (VR) becomes more popular for intergenerational collaboration, there is still a significant gap in research regarding understanding the potential for reducing ageism. Our study aims to address this gap by analyzing ageism…
Our daily human life is filled with a myriad of joint action moments, be it children playing, adults working together (i.e., team sports), or strangers navigating through a crowd. Joint action brings individuals (and embodiment of their…
Large Language Models' (LLMs) ability to converse naturally is empowered by their ability to empathetically understand and respond to their users. However, emotional experiences are shaped by demographic and cultural contexts. This raises…
Games offer a compelling paradigm for developing general reasoning capabilities in language models, as they naturally demand strategic planning, probabilistic inference, and adaptive decision-making. However, existing self-play approaches…
Large language models (LLMs) have shown impressive capabilities in generating program code, opening exciting opportunities for applying program synthesis to games. In this work, we explore the potential of LLMs to directly synthesize usable…
Empathy is central to human connection, yet people often struggle to express it effectively. In blinded evaluations, large language models (LLMs) generate responses that are often judged more empathic than human-written ones. Yet when a…
This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning…
Despite representing nearly one-third of the world's languages, African languages remain critically underserved by modern NLP technologies, with 88\% classified as severely underrepresented or completely ignored in computational…
Machines driven by large language models (LLMs) have the potential to augment humans across various tasks, a development with profound implications for business settings where effective communication, collaboration, and stakeholder trust…
This paper describes the system submitted by Team A to SemEval 2025 Task 11, ``Bridging the Gap in Text-Based Emotion Detection.'' The task involved identifying the perceived emotion of a speaker from text snippets, with each instance…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
Dyslexia is a neurodevelopmental disorder that is estimated to affect about 5-10% of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. This results in…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
Basic programming and algorithm learning is one of the compulsory subjects required for students majoring in computers. As this lesson is knowledge base, it is very important and essential that before learn programmings languages students…
Game-based learning shows real promise for engaging students in well-resourced classrooms, but what about the millions who study in schools with far fewer opportunities? We propose a practical framework for bringing Minecraft Education…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
In support of Switzerland's energy and climate strategy for 2050, researchers investigate scenarios for the transition of energy systems towards a higher share of renewables, assessing their social, environmental and economic impact. Their…
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…
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based…
Dialogue agents that support human users in solving complex tasks have received much attention recently. Many such tasks are NP-hard optimization problems that require careful collaborative exploration of the solution space. We introduce a…