Related papers: One Pixel, One Interaction, One Game: An Experimen…
A playtest is the process in which human testers are recruited to play video games and to reveal software bugs. Manual testing is expensive and time-consuming, especially when there are many mobile games to test and every software version…
Single-pixel imaging (SPI) is a novel optical imaging technique by replacing a two-dimensional pixelated sensor with a single-pixel detector and pattern illuminations. SPI have been extensively used for various tasks related to image…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
Stochastic games are an important class of problems that generalize Markov decision processes to game theoretic scenarios. We consider finite state two-player zero-sum stochastic games over an infinite time horizon with discounted rewards.…
The concept of dimension in simple games was introduced as a measure of the remoteness of a given game from a weighted game. Taylor and Zwicker (1993) demonstrated that the dimension of a simple game can grow exponentially in the number of…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
This paper aims to develop a semi-formal design space for Human-AI interactions, by building a set of interaction primitives which specify the communication between users and AI systems during their interaction. We show how these primitives…
We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex…
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…
Utopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate…
Recommender Systems are widely and successfully applied in e-commerce. Could they be used for design? In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks. More…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…
Phishing is an especially challenging cyber security threat as it does not attack computer systems, but targets the user who works on that system by relying on the vulnerability of their decision-making ability. Phishing attacks can be used…
The principle of abstraction guides the design of interactive systems, yet we lack a conceptual framework to understand how it shapes interaction design. Existing models, such as the gulfs of execution and evaluation, do not explicitly…
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and…
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we…
This research aims to design an educational mobile game for home computer users to prevent from phishing attacks. Phishing is an online identity theft which aims to steal sensitive information such as username, password and online banking…