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Video game genre classification based on its cover and textual description would be utterly beneficial to many modern identification, collocation, and retrieval systems. At the same time, it is also an extremely challenging task due to the…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…
This research project investigates the application of several computer vision techniques for playing card detection and recognition in the context of the popular casino game, blackjack. The primary objective is to develop a robust system…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
The metaverse has awakened users' expectations of an immersive interaction that fuses the virtual digital world and the physical world across space and time. However, the metaverse is still in its infancy, typically expanding multi-player…
Facility location games have been a topic of major interest in economics, operations research and computer science, starting from the seminal work by Hotelling. In the classical pure location Hotelling game businesses compete for maximizing…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often…
Video games have become an integral part of most people's lives in recent times. This led to an abundance of data related to video games being shared online. However, this comes with issues such as incorrect ratings, reviews or anything…
In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of…
Creating visual 3D sensing characters that interact with AI peers and virtual environments can be a difficult task for those with less experience in using learning algorithms or creating visual environments to execute an agent-based…
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a successful game involves different aspects. But what are they? In this paper, we investigate some aspects of the high-rated games from a…
Rapid advances in computation, combined with latest advances in computer graphics simulations have facilitated the development of vision systems and training them in virtual environments. One major stumbling block is in certification of the…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…